I don’t enjoy arena based modes where all the threat comes to me instead of me having to explore and choose the way I engage. As a result, I don’t play Crucible and can’t comment on it. If a friend hadn’t gifted it to me, I wouldn’t even own the mode cause I know it’s not for me.
Shattered Realm is my form of endgame. And I’m extremely happy with it. The randomness, the variety of maps, the variety of threats or densities. And the overhauled boss encounters, which I’ll take partial credit for (thank you again Zantai).
I don’t like the curated form of endgame where everything has to meet this and this very narrow level of density with this and this specific frequency of bosses and all the boss encounters have to be within this and this small percentile of threat level. Too much randomness is also not desirable of course, hence why I endlessly bitched about the hyper resistant humanoids and the healer squads and why I’m still not particularly happy with the Bonebleach map, which is way too stuffed with 1.5 mil HP camels that give next to no progress while the hero and boss fights are scattered way out. But randomness brings not only variety but also different environments to test builds in. If every map was as dense as, say, Conflagration, then only builds with outstanding AoE or survivability could even venture into SR. If every map was as ridiculously trapped as that FUCKING Ugdenbog cave, then only hyper-mobile or super tanky characters could run SR. But when maps are this varied, when enemy encoutenters are this unpredictable and the sources of the challenge are this diverse, builds get tested on all sorts of axes instead of just one or two. Builds with great AoE will excel in those hyper dense maps others are scared of, high single DPS builds will lag behind on maps unless they can find a lone Nemesis but they’ll make it up in boss rooms or special encounters like Seeker of the Damned. High mobility builds will make up any lost time on widely spread maps where low MS/low mobility builds will lag behind. In the end every build gets to excel in their own way without necessarily having to be a carbon copy of another successful build. Try playing a high single target DPS build in PoE’s map system, when onetapping whole screens is basically the requirement, the curated way to play. I enjoy SR’s freedom and the opportunities to make every build shine in what it does best.
As for the replayability of endgame, I’m probably not the right guy to chime in on that. I personally don’t enjoy playing a build over and over and over in endgame content in any ARPG and I don’t enjoy farming. Usually my farming happens naturally as I just make a ton of builds I’m interested in. Playing through the game with so many builds eventually lands me on all the gear I want in a natural way without having to work my ass off for it. And because I make so many builds, I also don’t sit on the same build for long. Once I’ve finished it and tested it in endgame to my satisfaction, I’m happy to move on. PoE’s map system didn’t make me want to replay endgame on the same build over and over any more than D3’s rifts or GD’s SR. Hell, I was happier with D2 that had no endgame and just lots of challenging levelling than I was with D3 that turned levelling into a time tax and made everything about endgame. I will say, however, that in my recent SR testing for my Overviews, which has been going non-stop for over a month now, I have played more continuous SR than I ever have before and I’m nowhere near bored of it, cause every week I’m taking a different old build for a spin. That’s more than I can say for D3’s or PoE’s endgame, which managed to bore me out of my mind if I played it longer than 3 days consecutively. So SR must be doing something right. At least for me. As is GD. 5.6+k hours and counting and nowhere near done with it.
Have I mentioned that brevity is not my strong suit?