There has to be a brief PTR, the set rotation, Conquests and Journey changes (plus any minor tweak) will be checked prior to release.
So either S8 is datamined just prior to S8 start, or at the start of S8. I have faith in superman Bagstone to create a new Journey tracker, and Cyberdoc has pointed out that looking at the new SJ is another factor in choosing a longterm start in S8. The probable sets seem favorable, the bottom half of the Journey tracker will not shift much, the boss kill list will change (but you are going to kill them all eventually), so it's the specials and the Conquests.
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There has to be a brief PTR, the set rotation, Conquests and Journey changes (plus any minor tweak) will be checked prior to release.
So either S8 is datamined just prior to S8 start, or at the start of S8. I have faith in superman Bagstone to create a new Journey tracker, and Cyberdoc has pointed out that looking at the new SJ is another factor in choosing a longterm start in S8. The probable sets seem favorable, the bottom half of the Journey tracker will not shift much, the boss kill list will change (but you are going to kill them all eventually), so it's the specials and the Conquests.
I will update the Journey Tracker in the downtime between S7 and S8 with the information given by Blizzard. I think the changes will be minor, see this official tweet. So I think the Journey Tracker should probably stay exactly the same, I only have to update the conquest names (and logic) and the class sets at the bottom.
There'll not be a PTR. There's not even time for that; it's only 2 weeks until S8 start, which is about the time at which they finalize a patch. No patch = no PTR. The conquests and gift will just *rotate*, like probably Boss Mode instead of Sprinter or so, nothing to be tested here.
I think the similarity comes down to infinitely scaling dungeons. On the one hand, they help because you always have a challenge in front of you, on the downside, the new challenge just looks like the old challenge with more HPs. Also, infinitely scaling dungeons tends to winnow out sets and builds that can't get within a few GRs of another build. It tends to force conformity.
Also, high drop rates tends to mean everyone who pushes hard has fairly similar gear, and the big differences between the top players are paragons and gem levels, and none of that stuff is particularly fun to farm.
So, cookie cutter builds and a lot of rng and grind in the endgame, with all the fun character development happening in the early and mid game. It's not that surprising that people leave. It's pretty much a recipe for burnout.
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There has to be a brief PTR, the set rotation, Conquests and Journey changes (plus any minor tweak) will be checked prior to release.
So either S8 is datamined just prior to S8 start, or at the start of S8. I have faith in superman Bagstone to create a new Journey tracker, and Cyberdoc has pointed out that looking at the new SJ is another factor in choosing a longterm start in S8. The probable sets seem favorable, the bottom half of the Journey tracker will not shift much, the boss kill list will change (but you are going to kill them all eventually), so it's the specials and the Conquests.
There'll not be a PTR. There's not even time for that; it's only 2 weeks until S8 start, which is about the time at which they finalize a patch. No patch = no PTR. The conquests and gift will just *rotate*, like probably Boss Mode instead of Sprinter or so, nothing to be tested here.
Is the sets one of diablos big problems atm or what? If you dont have a set you cant win basically, and then everyones characters become very similar.
I think the similarity comes down to infinitely scaling dungeons. On the one hand, they help because you always have a challenge in front of you, on the downside, the new challenge just looks like the old challenge with more HPs. Also, infinitely scaling dungeons tends to winnow out sets and builds that can't get within a few GRs of another build. It tends to force conformity.
Also, high drop rates tends to mean everyone who pushes hard has fairly similar gear, and the big differences between the top players are paragons and gem levels, and none of that stuff is particularly fun to farm.
So, cookie cutter builds and a lot of rng and grind in the endgame, with all the fun character development happening in the early and mid game. It's not that surprising that people leave. It's pretty much a recipe for burnout.