And again, it's not just about implementing it into the game, but how the effects of it being implemented effect other aspects of the game.
Yes, some designs may be easy to implement, but aren't necessarily something they should do without thinking about the repercussions.
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You'd have a point if GRifts were the only thing people do at end game, when the only reasons people do GRifts is to acquire legendary gems, to level legendary gems, or to progress on the leader boards. There's far more to do than GRifts so they shouldn't be the only focus here.
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Vanilla shouldn't be a part of this discussion because of the gear changes made in 2.0. Before that everything was viable because we didn't have elemental damage and specific affixes for every single ability a class has. That's ridiculous to even compare a game which has practically nothing but stats on gear to a game that has so many affixes for every ability. Yes vanilla was more balanced, because we had less options in terms of gear customization.
They did this to themselves a bit in not testing Seasons long enough on the PTR, which is the only way to really recognize these sort of issues. They focused more on testing the development aspects of Seasons instead of balancing the game around Seasons. I have a strong feeling this will be rectified come Season 2.
To reiterate though, viable does not = GRift optimal. Viable means you can play the game with a build and be successful in it. GRifts should NOT be a part of viability discussion because at the higher levels they're the type of optimal gameplay that the majority of the player base won't ever touch and are currently an extremely limited version of playing the game. Yes, a difference in 10 or so GRift levels for builds should be worked upon, but that doesn't make those builds non-viable, they're simply non-viable for GRifts and are perfectly viable for the remainder of the game. You have to look at the game as a whole, not just at GRift ladders.
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You say games like this have been done before, when honestly they really haven't. Sure there have been hack and slash games for the past 20 years, but none have been even half as flexible as Diablo 3 is, where you can literally play any spec and change base stats as you want without having to re-roll a character. Furthermore, other games in this genre still to this day have the exact same issue. Path of Exile is just as bad, if not worse, because of how their ladder system works where you're not just forced to play a certain spec but in most cases a certain class just to obtain a decent ranking. So I'm sorry but this isn't as simple as you claim it to be.
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Compared to their other games, Diablo 3 is much slower in development of patches that effect gameplay, and money is a big reason why. WoW has sub fees, SC2 makes them money in tournament royalty fees, Hearthstone is a constant source of revenue, but Diablo 3 has nothing beyond it's original sales. That's a significant difference that likely does effect how much development gets spent on D3.
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The problem is that some of this, specifically disparity in GRifts, are flawed due to fundamental game mechanics that would require an expansion-like development cycle, or more, in order to change.
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Most importantly though, the game will always, always, have a spec/class that is the most superior. This won't ever change because of the way games work. Granted, it could be overall better for some classes and specs, but generally whatever spec is the most efficient people will tend to flock toward it regardless of anything else and people will always complain about it without realizing that it's out of the developer's control - short of homogenizing all specs/classes. It's also not an easy flip of a switch to make other specs as viable, as well as it's not all that worthwhile to commit development time to making sure all specs are perfectly efficient across each other because that's just not possible.
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People are way too focused on the fact that people have already hit level cap for Seasons when leveling in Seasons is just about the most insignificant aspect of them.
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I find it odd when people complain of personal customization in order to set yourself apart in a game like D3. This isn't an MMO where you can go to a town to look at idling peoples' gear. Concerning yourself so much with how other people see you is no way to enjoy a video game. I'm not saying you can't do it, just suggesting that D3 isn't the game for that sort of thing.
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The problem I have with your suggestions is that while they may appeal to you, they're still overall bad game designs in the modern gaming era. You want longevity for longevity's sake, instead of for entertainment. And no offense, to claim it doesn't live up to the longevity of other games is just ignorant. Just because it took longer to do something in D2 may mean it has more longevity, but that's not anywhere near the type of longevity that's actually good for a game. They could easily increase leveling experience to the point of it taking just as long in D3 to reach level cap as it did in D2, but what exactly would that accomplish?
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People spending hundreds of hours playing the game complaining that their character is max geared is one thing, but the average player will never come close to reaching that. With that, why should we concern ourselves with the end game of a player who has already put thousands of hours into the game over the average player? It's basically a non-factor for Blizzard because so few people have reached that point. Forcing people to re-level characters just to try new builds is not the way to improve the game's replay-ability.
The next patch helps this problem a lot though. Between ladders and legendary gems, it gives players who've achieved most, or even all, of what is possible in the game more to do. I think they should have focused on releasing a ladder with the expansion rather than as it's first major patch, but I'll gladly welcome it.
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Character identity isn't as important as you're making it out to be in Diablo 3, neither is the idea that just because we have the ability to respec means we lack character identity. In fact, it could enrich the experience because instead of having to level new characters every time you want to try a new build out you don't need to because the character you've spent hours on can simply change to that build. Again I mean no offense, but it sounds like you're nostalgically caught up in archaic designs of old rpgs as though they're so superior to the player having actual options in a game.
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