Quote from Smashr
Read my suggestions which were taken from Path of exile. It relates to farming and farming in general isnt what im complaining about. What im saying is to make farming more fun, why not implement new gear every patch and create a random map generator so you dont farm the same level endlessly. Thats what i love about path of exile. Im no path fanboy as i much prefer d3 and i would like seeing d3 improve. But path has 2 amazing features 1) Maps which negates farming the same place over and over. 2) New skills/Legendries every patch which gives people a new chance to try out different builds and look forward to new gear. Maybe adding new skills might not be profitable for blizzard but with new gear theyre going to get plenty from $AH.
I did read your suggestions. I understand that random maps is a cool feature to have and would like to see it myself. The problem is that it's just another way to farm. The only incentive would be that it's different but it doesn't really give a long lasting solution. In a few short months players will want something new again. That's understandable and to the non-developers out there it would be a great idea to constantly push new ways to farm (like infinite dungeon and such). A good incentive on the other hand was Paragon levels, because believe it or not a lot of people farmed the heck out of the game to progress their character, even if the incentive itself wasn't the greatest (cosmetic rewards, maxed MF and increased base stats).
What would be wiser is to bring new incentives, not necessarily new ways to farm. In this you propose new legendary items. This is a fine suggestion as well, but this way, in a year of about 4-5, maybe 8 packs of new legendaries, the game will be flooded by them. At some point they'll become the only thing worth farming, just like it is now (less with the introduction of BoA crafts) and as you can see the player base just does not want to have legendary items to be that influential to the game's natural progress (as is apparent by feedback over the last few months), almost completely removing rare items from the table. And make no mistake, that will happen. Legendary items are meant to bring something new to the mechanics of the game and just how many new things could there be? If 1 patch brings 10 legendary items they all need to be different from the rest, offer new and unique things, not completely remove rares from that item slot, be relevant for multiple classes and somehow cater to all players. The last part I mention because these new items will be great for a good amount of players, but top players that have hoarded tons of gold over patch releases will have them almost instantly through the Auction House, completely negating the item hunt and just receiving the gist of the patch immediately. The new crafting reagent was a good workaround for that, because it made you farm in order to obtain and then you could try (for yourself) to get some good pieces of gear, getting greater joy instead of buying things off of other players.
But what about ideas that don't generally cater to the empowerment of characters and still hold within the boundaries of ARPGs? I like visual changes for example. Blizzard is not about to do this but here's an idea: instead of introducing dyes for legendaries, which is incoming by the way, make special legendary dyes that are bop and are greater in number than normal dyes that work on rares. You could attach them to bosses (8%, requires NV 5) and elite packs (2%, again NV 5). To top it all off... you only have access to a few certain dyes and they gradually unlock to be able to be dropped as you gain Paragon levels.
Something else Blizzard have announced to introduce at a later time is a sort of Transmogrification feature (if you're aware of that from WoW) where you can swap your gear models with older tier sets. Why not, instead of just letting that happen, not make it another tiered part of the content that unlocks gradually. For example you collect drops of 'Tier 1' pieces and when you have them all (helm, shoulders, chest, pants, gloves, boots) then you'll be able to Transmog to that tier set. And they would of course drop from various places and monsters (let's say, sometimes, rarely, as quest rewards as well, giving incentives for quests). And maybe as you progress into Paragon levels (every 20 levels for example) you unlock Tiers that don't actually exist right now, as in completely new sets. A new "wardrobe" kind of UI feature could be implemented to keep track of how many pieces of each Tier set you have completed and where you can instantly swap to a completed one. Unique per class of course. You're a Monk - you farm for a Monk set.
No?
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