As a player I dont know if I have the right to write here; however I have an idea that will make the end game more exciting. I have checked the recent changes: adding new content, items; changing skills, devotions etc. are all good. The problem here is that after a point one will memorize all legendary items and all possible builds. After one gets the best possible legendaries and finishes his/her build, S/he will start to get bored. At this point, I suggest an area reachable after completing some quests aech time one wishes to enter and drops legendary items with random affixes and suffixes. Players always welcome the excitment that luck brings in a game. If one knew s/he could get something better than what s/he already has, that person will try to obtain it. Having a purpuse in a game makes it playable. I know that this feature exist in the game to some extent. I mean nemesis shoulders. Instead of providing this feature only on nemesis shoulder, put it on all legendaries and see the reaction. I dont mean that fixed legendaries are bad. They should be in the game along with those random lagandaries.
That would make gear farming even more difficult. I think they’re gonna implement some form of item crafting system with the expansion, at least I hope they will. This could make crafted gear/rare items potentially more powerful than legendaries. Just like in Titan Quest or Path Of Exile.
My 2 cents. Don’t shoot me.
But then the fixed legendaries would be inherently worse than the random legendaries (as is true with unaffixed vs affixed common gear). :eek: This new era fixation on making endgame unique from the rest of the game makes ARPGs that attempt it worse, imho.
Endgame in ARPGs (and in Diablo clones especially) will always be farm, farm, farm - which GD handles nicely with roguelike dungeons specifically for this purpose - and then roll a new character, maybe with the loot farmed up by character 1. Rinse & repeat.
A game can only contain that much content. If you allready experienced all the builds you probably got like 3k - 4k hours of the game which is pretty great for a 25€ game.
The game is open for modding so there is even more content.
How does that change anything? Again, once you have gathered good gear, you get back to the “there is nothing better” mind state.
That would make uniques high tiered-whites. What’s even worse, the affixed versions would be restricted to a new area and would never drop during the campaign.
Maybe for someone who wants to grind for eternity it is a dream come true, but for me it is an awful idea. I find the whole ‘endgame’ idea misguided. Beat the game, farm a bit and start over with a different build or move on, infinite grind sounds like hell (ever heard of Sisyphus ? like that…)
Leave that to mods, one does add affixes to legendaries already…
I think campaign is “close to” fine as it is rite now. Maybe, they can bring endless waves to crucible to compare results online or in forums =).
I’m kind of getting tired of people asking for more endgame for this game. This game actively encourages you to create new characters, not to endlessly grind to eternity.
You got nothing else to do in the game? Either start a new character or go play something else, it’s that simple.
I believe the end game is too much set oriented. If you want to build your perfect imaginative char-or at least something close to it- you have to collect the set items. Otherwise, It is really hard to reach the numbers a set provides with a non-set item build. Additionally, They offer limeted choises. To illustrate, If you go for a mainly soldier based build, you have to go with a shielded soldier because most of soldier items give plus values to shield skills. A shielded soldier build with Menhir’s Bulwark skill packs more damage than a dual-gun wieding soldier because there is no set complementing for such a build and single legendaries does not offer as much damage or defense value as that of a set. Other than that, If you go for en elemantalist Arcanist you end up having 150% elemental resistance while you have almost nothing on others because all elemental damage offering items and devotions also offer elemental resistance as if it is not enough. The same thing happens with Demolitist(fire resistance), Shaman(lightening resistance), Nightblade(pierce and cold), Occulist(poison and acid and caos), Aether damage based Arcanist(aether) and soldier(piercing). I doubt this patch will fix these problems. My idea of randomness is to offer diversity. Having random values on legendaries will open door to new possibilities.
The first choice would make more sense if that was incredibly fresh and unique, and it can be for the first few times. Not sure many people making their 50th character would find it so enjoyable though.
Reducing the sense of early-midgame repetition could help if the focus is not on lengthy endgames that last for ages. To me I’m only on my 30th character or so (only in Grim Dawn would I use “only”) and this one does emphasize repetition a lot more with the emphasis on questing, active quest log not segmented by acts, the nature of the loot (seeing the same epics and legendaries on the way that I’ve seen a dozen times over, including duplicates of items not a single one of the characters I’ve created had use for in the first place). It’s the only ARPG where I feel like I’m playing in slow motion if my run speed isn’t capped because of the quest and traveling repetition multiplied by creating new characters over and over.
Extending the endgame might be an easier solution to prolong the appeal of the game for many for years to come. The sense of endgame exhaustion usually comes from reaching the level cap, seeing all the game’s content (excluding loot), and feeling like you’re collected all the interesting stuff you’d ever want to collect. The first two (reaching level cap and seeing all content) happens extremely quickly in this game to the point where probably most avid players after a month or two will be sitting on multiple level 85 characters, but fortunately collecting all interesting gear can take ages and that part definitely does make for a lengthy endgame of farming purely for loot. Allowing skill/devotion respec at the Spirit Guide and with Tonic of Clarity allows you to exhaust a lot of possibilities and try out different build ideas without starting a new character, but probably has the downside of reducing the motivation to create a whole new character and letting you try out lots of ideas without that process (exhausting the content a bit faster).
Dunno, but there’s a sense that most of the game is exhausted quickly to me whether you’re creating the 50th character or just farming for the 1000th time with a level 85 character, very impatiently blitzing through and past trash because they no longer give you any exp.
How does that change anything? Again, once you have gathered good gear, you get back to the “there is nothing better” mind state.
Not sure I agree with the suggestion but it’s about delaying endgame exhaustion as I see it (not eliminating it, just extending it). No game can infinitely extend its endgame. At some point it’s going to feel exhausted and boring, especially if new content is no longer introduced. But there are ways to delay that and prolong the life of the game without making it feel like a boring, endless grind (making people get tired long before they’ve exhausted the game). Diablo 2 did unbelievably well with some people playing the same characters they’ve had on Battle.Net for over 10 years – it was ridiculous (though maybe too ambitious to expect GD to rival that, but there might be some things to note from Diablo 2 about how to extend the game’s appeal for years and years to come).
Where the game really shines to me is that it’s in no danger of feeling exhausted any time soon in terms of character build ideas, even if there’s a lot of overlap in terms of skills and devotions and masteries from one build to the next – the subtle variations from one build to the next allows endless possibilities. And while I feel like a lot of the loot in the game is too narrow in utility to the point of feeling like it’s hogging up our stash more than being used by our characters, some items can really generate build ideas on their own in an unprecedented way (Vortex of Souls is one of the most interesting items I have ever seen in a game like this). These are some great strengths the game has going for it that I think is worth milking as much as possible, but I think there’s some potential improvements to look into in terms of how to keep it feeling fresh for as long as possible.