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. Nav...
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