I totally hear you and the Loot 3.0 system was just the beginning. I've just posted the third video in the series, The War Effort and it provides some of what you are looking for, in regard to content that provides a goal for the solo player or the team and makes loot tied to challenges that get progressively harder as you move through the system. Let me know what you think!!
So to sum it up: there's always at least 2 perspectives,
A, when you a beginner and its still exciting to get 5-6 legendaries
B, you are a veteran and you know its gonna take 3 days to gear up fully, then grind paragon.
Both of these option is leading to one thing: lack of excitement, commitment, any kind of challange.
What you ephasize in your video is that the reforge system is faulty, and the material farming is a mistake too, but I think they are just a by-product of the gameplay. You get more power (paragon) and then you have an option to do some other stuff...paragon has so much more priority atm, that i wouldn't even consider blaming the reforge system :). Imagine if regorging and crafting would benefit you more...in any way. Then you would be forced to just grind that, efficiently. (like bounties > paragon)
So what i would really change, is not the core of the loot system, or upgrade system, but the ITEMS themselves.
One way or another, a player will end up at a wall after grinding for X amount of time.. The key -for me- in a game that keeps me interested is the design... i want to WANT something.
In my case specially its always a good team that i enjoy playing with for a common goal. If we reach it = win, satisfaction.
So my suggestions for the topic:
-Introduce common goals for teams, clans
-Introduce items that are more challanging to obtain, and not via some 1000 hour grind, or RNG, but with an actual BOSS mechanic, or dungeon like set dungeons.
-Balance it in solo / group play and there you have it. (sarcasm initiated) Mixing it up a few pathces also works...as it worked with DIII. (end sarcasm)
I can NOT agree with you more on this. I do not care for the t1-16 system as it just becomes a system of "hit buttons faster and hope you don't take a one-shot of 40gajabillion damage in less than a second and RIP. When Inferno was announced for Vanilla, I was so excited, because I knew the casual player would farm Hell mode for a great while and only when your gear was the best of the best for that mode, would you step into Inferno and seek higher achievement. Sadly...that was not the case - at all.
That's why the old normal nightmare hell system is the best.
Normal people, casuals ,those who are not very much into grinding and masochist arpg loot hunting should finish the normal game for the story and move on.
For the rest you would have nightmare and hell. It's been successfully implemented in numerous arpgs ever since to great succes. If You are a casual and complain that you want to be able to complete nightmare and hell and see the end game content just because you have "rights" and no free time to grind then , sorry but it's true, you are a moron. It's like saying you don't drink alcohol but want to experience drunkenness.
Crafting is neat, but maybe placing too much reliance on it as a gameplay system using mats from broken-down high quality gear is what really contributed to this. It required making sets/legendaries even more abysmally accessible, and not even to use them. It's like lots of gear was created not to be used as gear.
It's almost like they should just have made it so the mats we break them down for are instead what the loot table would drop.
I hear where you are coming from, for sure - but I like to challenge it The excess of legendary items was the issue. They couldn't just let you sell them for gold, since gold was relatively meaningless in RoS. Giving you materials to quickly and relatively easily "craft" more useless gear (because RNG is out of control in RoS) was just a lame by-product of the over-saturated drop rate of the "rarest" gear in the game.
If players have to go out and find various forms of crafting materials - not just easy ones of Death's Breath or Souls, then they are spending more time out slaying and potentially getting the drop they are looking for. If they don't, they gain materials (over-time) to create the item they need and then need more materials to alter it.
Think about it - the materials we need to gamble with Kadala, up rares into Legendary or reforge - all come from the same potential sources. Bounties are the only thing that is different, yet still in bounties, you are getting shards, normal crafting materials and DBs. If you had other places to play the game that only dropped materials for one specific aspect of crafting an item or augmenting it, you should be spending more time out in the game playing Thoughts?