Quote from BigEd781
Quote from Zakaz
Paragon was a buff to item quality for the vast majority of the player base; unfortunately the vast majority of the player base didn't take basic algebra and missed that fact entirely.
Notice how it's always the people who don't actually understand basic mechanics like MF who complain that nothing is ever done to help with item finding?
Well, whether they are right or wrong on the specifics is not really relevant. If players feel like they rarely if ever find good gear regardless of how long they play... well, they'll just stop playing, and Blizzard certainly doesn't want that. I can't say I blame them. Running the same act over and over again just to fill your bags with garbage loot isn't exactly a good time.
A valid opinion to a degree, but at what point does it stop becoming Blizzard's responsibility to hand-hold and tell everyone what's "good" or not? Do they keep watering down itemization so Joe McWindowlicker can tell the difference between a 10k item and a 1mil item? How many times in game chat alone do you see people asking about how perfect their iLvl 57 legendary is, despite there being an online game guide telling them exactly how good it is compared to its high-end and low-end potential rolls?
How many people asking for a "Price check" because they're either too lazy or too ignorant to figure out an item's value based on a quick, simple search in the AH?
I completely agree that it's frustrating to make a run and not end up with 2 or 3 items to sell, but the people saying they're finding absolutely nothing in weeks of playtime are lying and don't even know it - they're just woefully ignorant of what is actually good. These are the same types who, in D2, thought every single Unique item they found was worth an SoJ, and then got upset when they couldn't make a trade. They eventually learned what was good, or got left behind.
Gaming has evolved in the last decade, hell the last 3-5 years, to a level that is incredibly complex on a multitude of levels. Not only from a gameplay and mechanical standpoint, but from a social and player involvement standpoint. With that said, there's only so much catering that can be done before eventually you're regressed to Inferno Sesame Street and those of us who actually desire a challenge or don't mind having some patience are driven from the gaming community we helped create (from a purely veteran/seniority standpoint).
Unfortunately, the all-mighty dollar has driven the gaming industry away from making games that are challenging and require at least menial effort to making them for the couch potatoes who can't be bothered to lean to the coffee table for the remote to change the channel. I'm all for finding a happy balance, but I'm slowly becoming more and more dismayed at the total pandering being done to simply earn an extra buck, much to the chagrin of people who actually play games for achievement value.
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