Which is rendered worthless by enemy respawning
Explain how the two are even actually linked to eachother. Enemies don't respawn unless you exit the game, which doesn't matter because there's very little reason to backtrack anyway especially if you grabbed waypoints. There was very little reason to backtrack in Diablo 1, either, if you cleared every single floor. So, you're seriously going to have to explain how these two things are linked and how this becomes a point in Diablo 1's favour somehow.
Oh god, you are like a fucking children, everything must be explained to you because you dont understand.
Limited resources on any given playthough of a game vs unlimited resources that only depend on the time you spent on it make for a wildly different gameplay experience.
What were the exploration rewards in Diablo 1?
Considering that you have limited enemies and thus resources per run, many.
Some instant gratification from clearing a floor and knowing that it wasn't for no reason because the quest you wanted actually spawned this time?
Nope, instant gratification is the name of the game in diablo 2. in diablo 1 most stuff had a severe impact on your game, which spells you found, how many of said spell, what weapons you had available, your resistances, etc. Everything itemization was far more interesting because it was limited.
Sorry, but locking game content behind the RNG is just a cheap way of padding out a game's longevity
Ok, ill be sure to let everyone that likes roguelikes that their favorite genre is cheap shit. After all RhodokMasterRaceOfficial said so.
especially when "game content" corresponds to 3/4 of the game's quests, I.E the parts of the game that don't consist of "CLEAR FLOOR, GO DOWN, CLEAR FLOOR, GO DOWN" and actually offer you some insight into the game world.
If only the game was about clearing floors, and not the encounters in said floor and how you tackled them, then i might agree. But that is the case.
""""a bit of customisation""""", as if the runeword combinations and filling your items in the lategame with perfect gems was only just """"a bit of customisation""""" and not power boosts that were fully dependent upon the generosity of the RNG and which the usage of tended to impact your ability to run the game at higher difficulty settings. A bit like something you keep on praising about the first game.
A RNG that you could keep rerolling forever, wow, such depth, much mechanics. Aso i meant a bit of customization the sense that by the time it became relevant you were beating or already beat the game for the third time.
I just finished Diablo 2 and to say that this isn't also true of that game is moronic, which is obvious especially when there are enemies which provide buffs to their friends or when the mob will gangrape you if you let them surround you, or when you try to run harder difficulties and the game hasn't decided to give you any runewords or uniques. Sounds like you just haven't played it recently and/or are just copy+pasting your opinion of it from somebody else.
Unno, i played a barb, facetanked anything and could jump away whenever i was at even a minimal risk. Positioning doesnt matter because moving is easy. I also beat the game easily in the 3 difficulties without ever praying for an item drop.
After all yellows were enough and my character already had all the skills i would ever need.
Or just a better informed option than your bullshit.
Hahaha, but then you go on to say this:
fantastic sound, the amazing gothic atmosphere, the interesting setting
Really, how did Diablo 2 not have any of those things? Are you even able to tell me? I seriously doubt it. Those points are basically just "diablo 1 > diablo 2" buzzwords that mean nothing, a bit like the "muh atmosphere" that comes out of Bethesda fans.
Much gothic, how could i forget the desert jumping girls, the jumping barbarians, the nigger paladins that hit 15 times in 2 seconds, the rockstar necromancers, the ninjas.
Blah blah blah, you are blinded by nostalgia, blah blah blah.
Nope.
Seriously other than the RNG (which I believe Diablo 2 ultimately benefited from when it dumped the parts that it did) what reasons do you actually have?
Ive already listed them, lack of thematic consistency with locales such as a jungle, a desert and a tundra that have nothing to do with the tone set by the first chapter or the first game. SKill trees, the single most retarded invention from some retarded asshole i wish i could punch to death, skinner box crap, repetitive fights in which you use the skills youve maxed over and over again until you feel like throwing up. the gutting of an interesting setting set in diablo 1.