So someone had that April Fools thread up about the new "Relic" tier of legendary items and it got me thinking that maybe something should add on to the power creep other than blizzard constantly buffing sets each season. The end game does get pretty dry after you find a good set of ancients and start pushing to level gems for augmenting your gear. So why not have something else to hunt for on top of that?
So I had 2 separate ideas for this:
1. A third tier of legendary items "Primal" these items could be regular legendary items as well as ancient adding more to the hunt for powerful gear and adding, somewhat, to the end game. These new legendary items will roll with 1 additional primary or secondary stat compared to their normal counterparts.
Pros: More power creep, more to do (searching for better gear)
Cons: More time investment needed for "perfecting", really makes finding perfect gear rough (finding 4 decently rolled primary stats with a 5th to reroll - potentially finding an upgrade and having to re-grind gems for Caldesann's (arguably this is a fault of Caldesann's but that's a topic for another thread, IMO this recipe should augment the slot not the item.)
2. A new recipe for the cube that adds an additional primary or secondary stat to an item. This added stat can be overwritten by additional attempts at augmenting it similar to enchanting so you can grind out that perfect stat.
Pros: simpler to implement than a new tier of legendary item, higher chance to perfect an item.
I dislike the Primal idea, as there is already TOO much RNG in the game. Theres RNG in getting your legendary to drop, RNG in getting it to roll ancient, another dose of RNG in getting it to roll useful stats, and a FINAL dose of RNG in high rolls on those useful stats. We don't need ANOTHER level of RNG there.
The second one is more acceptable. While it does have a layer of RNG to it, its completely seperate from getting a piece of gear.
Personally, I think they should take another look at Legendary Gems, and add them to Kanai's Cube. Account-wide gems. Extra slots unlocked through going up GR lvls. Its not JUST power creep, its PROGRESSIONAL power creep, in that its not reliant on RNG/item buffs, but instead reliant on your progression.
since when is this a pro?
In my opinion, neither the first, nor the second idea is a good one. The game doesn't need more power creep. It doesn't need more vertical progression. The game needs horizontal progression. There should be more things to do than rifts and bounties.
Those types of things will come with a new expansion more than a new patch.
They are adding more huntable items like pets, transmog, etc.... so that is in fact more of the horizontal you are referring to. Maybe we see more of this. But to be honest, gearing, rifts, bounties, leaderboards, and huntable gear is more than enough for a game that is Buy to Play. People just need to learn what moderation is, or to stop complaining because they do not have more.
Sometimes I miss the good ole days of actually being a little down because you just mastered a game after about 100 hours of gameplay, until you realize there is hundreds of other very well developed games to do the same with. Then the struggle becomes which one to play. Now the struggle is whining about adding more free content, sort of ridiculous if you ask me.
IMO this recipe should augment the slot not the item.)
I love this idea and I agree 100% so long as the cost goes up from 3 gems to 6 gems so that these stats are not just gift wrapped. Because this boost would apply to both ancient and non-ancient items, and is more "permanent" the cost certainly needs to go up, 6 gems may not be enough tbh.
since when is this a pro?
In my opinion, neither the first, nor the second idea is a good one. The game doesn't need more power creep. It doesn't need more vertical progression. The game needs horizontal progression. There should be more things to do than rifts and bounties.
Maybe not a pro per say but until the next expansion or major content patch power creep is inevitable. Currently power creep is the way you get a sense of progress each season since gear will only take you so far. So in this case power creep is a good thing.
I kind of want Blizzard to allow us "redo" the mystic rolling, I mean if she can enchant my weapon surely it can enchant back to the original state, just like the buy back function for merchant, I accidentally "sold" my ancient item and i thought was the jewerly(at act3 base, they are next to each other) thankfully was able to buy back my item, if mystic lady can do the same for us to "buy" back our stat and reroll another stat that would be fantastic.
The game needs horizontal progression. There should be more things to do than rifts and bounties.
Those types of things will come with a new expansion more than a new patch.
That is true, which brings us to the fact that an expansion is overdue. RoS is 2 years old. IF there is an expansion coming, then not earlier than late this year. that's 2.5 years for real game changing content (not just some new zones or sets).
And power creep isn't good. It always brings problems, like the difficulty of the game, which is a joke again although they "just" increased it half a year ago. That's insane.
Power creep should not happen for the sake of power creep. If it happens, then due to new features that change the way we play, like the cube. That was good vertical progression. Giving everything double damage each patch is not good power creep. Introducing a new layer of legendary quality with even higher item stats for the players who just can't get enough of this game, is not good power creep. because that leads to the next problem: power disparity between someone who plays a lot and someone who plays a bit. This disparity is already too big. If you are fully augmented and want to play with someone who barely finished his build, you can't. It's just not fun. If you don't reduce grifts, he'll do no damage and die from everything. If you drop 20-30 grifts, you'll rush him through the game without him doing anything.
Power creep destroys the game. Blizzard's balancing philosophy is a joke, because they always try to buff everything around the best build. What they should instead do is pick a grift level they want players to be and balance around that. What's too powerful gets nerfed, what's too weak gets buffed, until balance is good. Then you can bring a new feature like a cube and rebalance around a new grift level. Not just up it every patch.
Just because I did GR80 last patch, doesn't mean that I have to reach GR90 this patch. What kind of logic is that?
I don't see why you are complaining about power creep in an infinite progression system. I do agree that an expansion is getting overdue, but it won't do anything to combat the current power creep that we have.
Blizzard's current design philosophy seems to be two fold - Provide a reason for players to continue to play, and to buff rather then nerf.
For the first, the main way to do this is simple - provide artificial progression inflation each season to keep the community interested. Hitting a wall sucks. It ESPECIALLY sucks when you realize that the ONLY way to get past said wall is to invest even more time hitting said wall. Before Season 4, that wall was generally GR 60 - Looking at leaderboards at the time, the highest solo GR people did in seasons 1-3 was, more or less, 60, for all 3 seasons. 4 man was only a few GRs higher. Without any changes, players would go up to GR 60, and pretty much stop playing there, because they KNEW that the only way to progress was to invest a godaweful amount of time into grinding Paragon, which, in and of itself, has an eventual cap in which gaining an extra 1000 paragon lvls would only bump you up a single GR lvl.
So, Blizzard stated to buff sets. In Season 4, we saw a number of set buffs, a number of item buffs, resulting in the average player being able to finish between GR 55-65 (FAR ahead of the previous average!) We also saw XP boosts become split between the party, resulting in an entirely new meta at the time (XP supports for insanely high Paragon farming. In season 1/2, we saw the highest players finishing up around 1k paragon. In season 3, we started to have zdps/leech builds, which resulted in the higest Paragon finishing up around 2k. Season 4, we had xp zdps supports, which provided a boost to the entire group increasing lvling by anywhere from 25% (At least), to ~120%, resulting in Paragon finishing up around 3k, which further added to power creep. Season 5, we saw huge set boosts across the board, huge increases via buffing legendaries to grant a huge amount of +%skill damage boost, roughly doubling the baseline XP granted by each mob to make up for the loss of xp zdps supports, ect. Top Players will likely end up around 4k paragon in season 5, and finish up GR 115-120
Season 6 sees further boosts to set bonuses, as well as drastic nerfing to mob damage in GRs, counterbalanced by nerfing of mob XP in GRs. Its not at a perfect ratio though, so you will STILL be able to acquire XP faster in season 6 then you were able to in season 5. Chances are, top players will finish up GR 130-140 in season 6, with paragon lvl being close to 5k.
Imo, compared to players constantly finishing with the exact same GR lvl each season, reaching the exact same paragon lvl each season, allowing for power creep brings freshness into the game. Because, lets face it, people will get tired of reaching the EXACT same goals each season. With power creep, players can go "Ok, maybe I can reach 10 more GRs this season, lets go", rather then "GR 60 a-!@#$ing-again, BS game".
Having power creep will also allow for the introduction of new sets, powers, even progression, because rather then having to balance around a finite cap, you can continually add new things to the game without having to worry bout any sort of cap.
Also, you mention horizontal progression. You have mastered all 24 set dungeons, yes? That IS a form of alternate progression that is not connected to GRs (Although doing GRs can help you with them in the form of boosting your own power). Horizontal progression is VERY hard to come up with without turning it into another form of main progression.
Really, perhaps you should suggest alternative measures on the D3 forum, rather then bitching and moaning without offering your own suggestions.
1. I complain because the infinite progression is only PART of the game, not the whole game. And power creep destroys everything around it
2. people complain on a daily basis that paragon is a problem and you just said why it's a problem. power creep lead to a huge gap. In S1 you could be close to the top player without sacrificing your life to the game.
3. I don't understand that logic that reaching higher grifts due to buffs is better than being stuck at one level. How does it even matter on what level you are? It's just a number. It's only important how difficult it is. All this power creep just artificially stretched the game and I hate that. I want a well rounded game, not one that just increases the roof all the time. They should pick a level they want us to be, balance the WHOLE game around that, not just the infinite part of it, and then they should improve the game with horizontal progression. set dungeons is a good idea but it's something you do once. I meant something you do multiple times. It's also not so hard to make horizontal progression systems not the primary mode. you just have to split rewards. each game mode should give unique rewards so that you want to do everything for a different reason. Legendaries that can only drop in one mode, special crafting mats, special buffs, etc. Also, I think Blizzard should take rewards away from grifts. People want to do nothing else because grifts are just too rewarding. I would, for example, remove the gold rewards and rework the boon of the hoarder gem so that more gold drops the higher it is. So if you need gold, you don't just farm high grifts. I would reduce the amount of bloodshards you get and maybe the amount of legendaries as well. Basically I would balance the game right now like that:
bounties: special mats and legendaries, optional gold farm
then remove grift keys or maybe replace them with XP token for grifts. So that you don't have to do rifts if you don't want to, but they still give you something if you don't need the items anymore. Maybe with a reduced dropchance for further token drops, so that you get only a handful per day. I'm not really a fan of daily rewards but I think something like this would be fine. This could help to close the xp gap.
And then you could bring new ways to play the game with new unique rewards. This could also occasionally come with vertical progression, like a new item slot that only drops in the new mode. I'm not saying power creep is bad, I'm just saying it's bad the way they do it. if you increase power, then with new content, not with higher numbers. the game feels too much like a patchwork right now, than a from the core thought-out concept
Re #3 oh lo an behold, people might have diffrent opinions than you on what is important. Mt first grift level 100 attempt was exhilirating. The powercreep itself is fine, the way the gap grows and its obtained is the issue imo
Except it's not his opinion, it's a fact, Imagine if someone blocks the visibility of grift tier number on the top right for you and u play a GR50 with low gear and then a gr100 with good gear, i bet that you won't be able to tell the difference, it's literally the same doing a grift 10 or 25 or 100, it just depends on gear/paragon etc...
Last era i got rank#83 solo wiz with a gr62 and it was harder than this eras solo gr82 which i have done, 20+grift lvls and it's easier...
What's even more sad and stupid is that most ppl feel they are progressing when in fact they are just getting higher numbers with 0 gameplay changes and trivializing all torment difficulties in the process...
Requesting a mod lock this, thread is getting way off topic. Only 3 replies about the original post topic and the rest has derailed into a discussion about power creep. If you guys want to discuss power creep have at it I'm sure there's already a thread somewhere for it.
@Shapookya [Reads topic title]...yep thread is totally about power creep. Thread was originally about the suggestion of a new tier of legendary item or an additional cube recipe. You offered up little contribution to that topic, you simply derailed the thread into a discussion about power creep and how you don't like it. This thread could be considered more yours now than mine hence why i'm requesting the lock.
@Shapookya [Reads topic title]...yep thread is totally about power creep. Thread was originally about the suggestion of a new tier of legendary item or an additional cube recipe. You offered up little contribution to that topic, you simply derailed the thread into a discussion about power creep and how you don't like it. This thread could be considered more yours now than mine hence why i'm requesting the lock.
... "new tier of legendary item" is not power creep? "additional cube recipe where you get an additional stat on an item" is not power creep?
You suggested power creep. We talk about power creep. Where is the problem?
The problem is I did not suggest power creep. I suggested a new tier of legendary item or a new cube recipe. Though the suggestion does bring power creep to the table, the topic and discussion are not about power creep they are about whether a new tier of legendary or a new cube recipe being brought to the game would be good or not. You have already clearly stated your view with a resounding "no." There is little discussion going on about the topic now and instead it is all about whether power creep is good or bad. Hence the request for the lock. If you would like to discuss why the original idea is good or bad by bringing other points to the table please do so, we get that you dislike power creep and you personally think it's bad for the game but this topic is not about power creep regardless of how much you think it is.
"Lately, I've eaten more and more apples, would it be good to eat 1.) another apple or 2.) a pear on top of that?" and I say "no it's too much fruit", then I'm derailing the topic because now I'm talking about fruits?
Also, I wanted to say this in one of my first posts, but seem to have forgotten about it:
Your 2nd idea is actually something Blizzard actively tries to prevent. Items should not have so many affix slots, so that you can get all those affixes you want. That's bad item design when you can just "have it all". You have to make decisions. They only gave us Ramaladnis Gift because with weapons it was too strict. We had zero choice. A weapon had to have dmg/%dmg/mainstat/socket. That's why Ramaladnis was good. It opened up choices.
Another affix on other slots would not open up choices. On the contrary.
That is constructive and on topic. Thank you.
Focusing to much on one "point" is where this all got derailed. In your example I wouldn't say that it's off topic but it could head that way. I'd like to present another example. Let's say my original thread was "I'd like to start a potato farm, should I grow russet or golden." One person chimes in and says I should grow golden, another russet, then a third suggests golden because russet farms are bad for the enviornment. Then the thread derails into a discussion about how farms are bad for the enviornment. This is what I feel happened with this thread.
but you talked about power creep in your original post, so it was part of the topic from begin with. power creep is THE topic here. You just picked two examples of power creep you thought would make the game better. So we can talk about power creep AND those two examples and still be on topic.
Ironically, all this discussion whether it's on topic or off topic is off topic
I don't necessarily disagree with you, but I think the OP was trying to suggest an extension to gear farming progression, to combat the "fast loot hunt". The examples which were provided would undoubtedly introduce power creep, so you are still correct on this point. For the record, I also think power creep is bad, for the reason being that difficulties (except GR - ceiling has not been reached yet) do not scale with player power. In the event that difficulties in all areas of the game scaled dynamically; option 1 should no longer impact on power creep, and serves only to extend gear progression goals (something many players have asked for lately). I do not necessarily think this is the best way to implement it, for the RNG upon RNG upon RNG reason given earlier in this thread. As for option 2, I agree that by adding an extra stat to the item, without expanding the pool of stats, you make it easier to roll a "more perfect" item.
It's actually still power creep even if the whole game scales with you, because you can play with other players. It leads to a power disparity where it's no fun to play with a friend who put much less time into the game because due to all the power creep, you either play on a level that your friend is unwell with or on a level, where you oneshot everything and he does nothing.
Yep, that's true, but this will always be the case so long as there is a possibility for 2 different players to have 2 different levels of power. The only way to protect against this in group play would be to impose a master/apprentice mechanic, which would first scale all group members' power down to the "weakest" values, and then scale the mob difficulty up to suit these values (and number of group members).
Note:
This would only balance stats, which could potentially cause issues when considering that recent group meta has consisted of support builds (potentially lowering the scaled dmg values). Also note that a difference in players' level of "skill" may impact upon group performance.
It's actually still power creep even if the whole game scales with you, because you can play with other players. It leads to a power disparity where it's no fun to play with a friend who put much less time into the game because due to all the power creep, you either play on a level that your friend is unwell with or on a level, where you oneshot everything and he does nothing.
In a game with infinite progression (or at least seemingly infinite progression) there is always going to be a disparity between those who play a lot and those that don't. Your argument (to me at least) is being presented as I don't want more options to make my character more powerful because I won't be able to play with my friends anymore because I play more than them. This is a problem with the current paragon system and not so much the end game or the treasure hunt for perfect gear. Blizzard should change the paragon system so you can have a character that "opts out" of the global paragon level. Similar to a seasonal character starting fresh. Then you can have your character you play without them when they aren't online who is vastly more powerful, and your character you play with them so you're all on the same or comparable levels.
So someone had that April Fools thread up about the new "Relic" tier of legendary items and it got me thinking that maybe something should add on to the power creep other than blizzard constantly buffing sets each season. The end game does get pretty dry after you find a good set of ancients and start pushing to level gems for augmenting your gear. So why not have something else to hunt for on top of that?
So I had 2 separate ideas for this:
1. A third tier of legendary items "Primal" these items could be regular legendary items as well as ancient adding more to the hunt for powerful gear and adding, somewhat, to the end game. These new legendary items will roll with 1 additional primary or secondary stat compared to their normal counterparts.
Pros: More power creep, more to do (searching for better gear)
Cons: More time investment needed for "perfecting", really makes finding perfect gear rough (finding 4 decently rolled primary stats with a 5th to reroll - potentially finding an upgrade and having to re-grind gems for Caldesann's (arguably this is a fault of Caldesann's but that's a topic for another thread, IMO this recipe should augment the slot not the item.)
2. A new recipe for the cube that adds an additional primary or secondary stat to an item. This added stat can be overwritten by additional attempts at augmenting it similar to enchanting so you can grind out that perfect stat.
Pros: simpler to implement than a new tier of legendary item, higher chance to perfect an item.
Cons: more material farming (bounties)
Let me know what you think.
I dislike the Primal idea, as there is already TOO much RNG in the game. Theres RNG in getting your legendary to drop, RNG in getting it to roll ancient, another dose of RNG in getting it to roll useful stats, and a FINAL dose of RNG in high rolls on those useful stats. We don't need ANOTHER level of RNG there.
The second one is more acceptable. While it does have a layer of RNG to it, its completely seperate from getting a piece of gear.
Personally, I think they should take another look at Legendary Gems, and add them to Kanai's Cube. Account-wide gems. Extra slots unlocked through going up GR lvls. Its not JUST power creep, its PROGRESSIONAL power creep, in that its not reliant on RNG/item buffs, but instead reliant on your progression.
I posted this idea at Diablo forums, http://us.battle.net/d3/en/forum/topic/20742384995#1
Check it out, bump it up so more ppl can read it!
They are adding more huntable items like pets, transmog, etc.... so that is in fact more of the horizontal you are referring to. Maybe we see more of this. But to be honest, gearing, rifts, bounties, leaderboards, and huntable gear is more than enough for a game that is Buy to Play. People just need to learn what moderation is, or to stop complaining because they do not have more.
Sometimes I miss the good ole days of actually being a little down because you just mastered a game after about 100 hours of gameplay, until you realize there is hundreds of other very well developed games to do the same with. Then the struggle becomes which one to play. Now the struggle is whining about adding more free content, sort of ridiculous if you ask me.
I kind of want Blizzard to allow us "redo" the mystic rolling, I mean if she can enchant my weapon surely it can enchant back to the original state, just like the buy back function for merchant, I accidentally "sold" my ancient item and i thought was the jewerly(at act3 base, they are next to each other) thankfully was able to buy back my item, if mystic lady can do the same for us to "buy" back our stat and reroll another stat that would be fantastic.
Blizzard's current design philosophy seems to be two fold - Provide a reason for players to continue to play, and to buff rather then nerf.
For the first, the main way to do this is simple - provide artificial progression inflation each season to keep the community interested. Hitting a wall sucks. It ESPECIALLY sucks when you realize that the ONLY way to get past said wall is to invest even more time hitting said wall. Before Season 4, that wall was generally GR 60 - Looking at leaderboards at the time, the highest solo GR people did in seasons 1-3 was, more or less, 60, for all 3 seasons. 4 man was only a few GRs higher. Without any changes, players would go up to GR 60, and pretty much stop playing there, because they KNEW that the only way to progress was to invest a godaweful amount of time into grinding Paragon, which, in and of itself, has an eventual cap in which gaining an extra 1000 paragon lvls would only bump you up a single GR lvl.
So, Blizzard stated to buff sets. In Season 4, we saw a number of set buffs, a number of item buffs, resulting in the average player being able to finish between GR 55-65 (FAR ahead of the previous average!) We also saw XP boosts become split between the party, resulting in an entirely new meta at the time (XP supports for insanely high Paragon farming. In season 1/2, we saw the highest players finishing up around 1k paragon. In season 3, we started to have zdps/leech builds, which resulted in the higest Paragon finishing up around 2k. Season 4, we had xp zdps supports, which provided a boost to the entire group increasing lvling by anywhere from 25% (At least), to ~120%, resulting in Paragon finishing up around 3k, which further added to power creep. Season 5, we saw huge set boosts across the board, huge increases via buffing legendaries to grant a huge amount of +%skill damage boost, roughly doubling the baseline XP granted by each mob to make up for the loss of xp zdps supports, ect. Top Players will likely end up around 4k paragon in season 5, and finish up GR 115-120
Season 6 sees further boosts to set bonuses, as well as drastic nerfing to mob damage in GRs, counterbalanced by nerfing of mob XP in GRs. Its not at a perfect ratio though, so you will STILL be able to acquire XP faster in season 6 then you were able to in season 5. Chances are, top players will finish up GR 130-140 in season 6, with paragon lvl being close to 5k.
Imo, compared to players constantly finishing with the exact same GR lvl each season, reaching the exact same paragon lvl each season, allowing for power creep brings freshness into the game. Because, lets face it, people will get tired of reaching the EXACT same goals each season. With power creep, players can go "Ok, maybe I can reach 10 more GRs this season, lets go", rather then "GR 60 a-!@#$ing-again, BS game".
Having power creep will also allow for the introduction of new sets, powers, even progression, because rather then having to balance around a finite cap, you can continually add new things to the game without having to worry bout any sort of cap.
Also, you mention horizontal progression. You have mastered all 24 set dungeons, yes? That IS a form of alternate progression that is not connected to GRs (Although doing GRs can help you with them in the form of boosting your own power). Horizontal progression is VERY hard to come up with without turning it into another form of main progression.
Really, perhaps you should suggest alternative measures on the D3 forum, rather then bitching and moaning without offering your own suggestions.
Except it's not his opinion, it's a fact, Imagine if someone blocks the visibility of grift tier number on the top right for you and u play a GR50 with low gear and then a gr100 with good gear, i bet that you won't be able to tell the difference, it's literally the same doing a grift 10 or 25 or 100, it just depends on gear/paragon etc...
Last era i got rank#83 solo wiz with a gr62 and it was harder than this eras solo gr82 which i have done, 20+grift lvls and it's easier...
What's even more sad and stupid is that most ppl feel they are progressing when in fact they are just getting higher numbers with 0 gameplay changes and trivializing all torment difficulties in the process...
Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
Requesting a mod lock this, thread is getting way off topic. Only 3 replies about the original post topic and the rest has derailed into a discussion about power creep. If you guys want to discuss power creep have at it I'm sure there's already a thread somewhere for it.
@Shapookya [Reads topic title]...yep thread is totally about power creep. Thread was originally about the suggestion of a new tier of legendary item or an additional cube recipe. You offered up little contribution to that topic, you simply derailed the thread into a discussion about power creep and how you don't like it. This thread could be considered more yours now than mine hence why i'm requesting the lock.
The problem is I did not suggest power creep. I suggested a new tier of legendary item or a new cube recipe. Though the suggestion does bring power creep to the table, the topic and discussion are not about power creep they are about whether a new tier of legendary or a new cube recipe being brought to the game would be good or not. You have already clearly stated your view with a resounding "no." There is little discussion going on about the topic now and instead it is all about whether power creep is good or bad. Hence the request for the lock. If you would like to discuss why the original idea is good or bad by bringing other points to the table please do so, we get that you dislike power creep and you personally think it's bad for the game but this topic is not about power creep regardless of how much you think it is.
Focusing to much on one "point" is where this all got derailed. In your example I wouldn't say that it's off topic but it could head that way. I'd like to present another example. Let's say my original thread was "I'd like to start a potato farm, should I grow russet or golden." One person chimes in and says I should grow golden, another russet, then a third suggests golden because russet farms are bad for the enviornment. Then the thread derails into a discussion about how farms are bad for the enviornment. This is what I feel happened with this thread.
Yep, that's true, but this will always be the case so long as there is a possibility for 2 different players to have 2 different levels of power. The only way to protect against this in group play would be to impose a master/apprentice mechanic, which would first scale all group members' power down to the "weakest" values, and then scale the mob difficulty up to suit these values (and number of group members).
Note:
This would only balance stats, which could potentially cause issues when considering that recent group meta has consisted of support builds (potentially lowering the scaled dmg values). Also note that a difference in players' level of "skill" may impact upon group performance.
In a game with infinite progression (or at least seemingly infinite progression) there is always going to be a disparity between those who play a lot and those that don't. Your argument (to me at least) is being presented as I don't want more options to make my character more powerful because I won't be able to play with my friends anymore because I play more than them. This is a problem with the current paragon system and not so much the end game or the treasure hunt for perfect gear. Blizzard should change the paragon system so you can have a character that "opts out" of the global paragon level. Similar to a seasonal character starting fresh. Then you can have your character you play without them when they aren't online who is vastly more powerful, and your character you play with them so you're all on the same or comparable levels.