I'm having trouble grasping the reasoning behind this design. What's the objective here?
- Making the leveling process an uphill struggle.
- Locking smoldering ashes behind level requirements.
- Engaging in backtracking within dungeons.
- Overflowing with sacred drops in higher-tier NM dungeons.
Even when I decide to indulge in some gameplay, I often regret it within an hour. My motivation to continue seems driven more by the psychology of "I've invested money in this, so I must keep playing."
If I were to consider trying out a new class, the prospect of enduring the same challenging journey to reach level 60 or beyond dissuades me – it simply doesn't feel rewarding. My attraction to ARPGs stems from the allure of loot, not grappling with levels and enduring disappointing loot drops. I yearn for the thrill of being rewarded, for the satisfaction of growing powerful, experimenting with various builds, and creating something formidable due to unique items.
Navigating dungeons should be about progressing from point A to point B, with a Terminator-like stride through fantasy landscapes, occasionally engaging in events along the way – not necessitating backtracking, which feels cumbersome.
Though I've completed the pass, I'm unable to utilize my smoldering ashes because my character remains stuck at level 70 – all due to the arduous leveling process.
As things stand, the game feels more like a job than an enjoyable experience. While psychological mechanisms might keep me tethered to the game for a while, they can't replace the genuine fun factor that would make me stay.
Please correct me if I'm mistaken, but it's conceivable that this game could attract a larger player base if it diverged from the current model, which shares parallels with Lost Ark, especially in terms of business strategy.
Regarding the claim that leveling is a struggle, it seems to be quite the opposite. Even Barbs, who might be seen as the least powerful at the moment, can breeze through the leveling process.
Placing smoldering ashes behind level requirements actually makes sense. It's likely that they're gated to prevent overwhelming power upfront, potentially leading to significant adjustments if they were all available immediately.
While the complaint about backtracking is understood, is it truly a major inconvenience? While a preference for open fields teeming with monsters is reasonable, creating such spaces uniformly could lead to monotony and sameness, a pitfall Diablo 3 encountered.
Why are you picking up sacred drops in higher-tier NM dungeons if you find them undesirable? Remember, you can opt not to do so. And if loot filters are introduced, this concern should be easier to address.
Lastly, it's essential to note that Diablo 4 and Lost Ark are distinct entities, both in terms of gameplay and business structure. Lost Ark employs a free-to-play model that encourages in-game purchases. In contrast, Diablo 4 necessitates an upfront purchase and isn't explicitly designed to coax players into spending money. These two games operate with different intentions and aren't as analogous as you've suggested.
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