Hacker News new | ask | show | jobs
by timdorr 5122 days ago
It sounds to me like you never played Diablo 2. The basis of that game was repeating through the same content (albeit with randomly generated maps) in search of better and better gear. This mechanic hasn't fundamentally changed in Diablo 3.
2 comments

For whatever reason, the Diablo 2 experience seemed much more enjoyable in comparison. It was possible, with simple determination, to grind your way from the beginning to the very pinnacle by slow, incremental progress. If you kept pushing, you could keep going.

Diablo 3 seems to have an entirely different curve where progress diminishes to near uselessness until you get a lucky loot drop and you can finally make headway again.

In Diablo 2 there was always a "sweet spot" where you could earn maximum experience and you never seemed to be so woefully under-equipped. A surprising drop would mean a big boost in performance for the next few levels, always a treat, but if you didn't get one you could still do okay.

In Diablo 3 the theoretical sweet spot is always way ahead of what your gear can handle and you're left struggling, out of your league, or coasting in a less difficult area with near zero experience awarded.

It's just not tuned right, unless of course the idea is to drive people to the Auction House.

I feel it has fundamentally changed with the removal of the skill tree. Instead of making choices and ending up with a semi-unique character, I can change my skills at any time.

My character isn't "mine" any more. The only real way to progress is to grind for loot now. Or pay someone for it. (something my friends and I never did in d2)

A good chunk of runes aren't available at 30, and you only have the full set at 60.

I know that my skill set changed pretty radically on subsequent difficulty levels, the same tactics didn't work terribly well.

Once you max out you're the same as every other character of that class.

In D2 I'll admit the skill tree had some severe flaws, but it allowed unique customization to an extent.

I don't see how 'I skilled and use these skills, they skilled and use those skills' is that different to 'I use these skills, they use these skills'. Except for experimenting with own builds is much easier now, so the motivation for following a cookie cutter build is weaker.