CountNemo
Literate
- Joined
- Aug 15, 2023
- Messages
- 10
What did patch 1.10 philosophically change?They also gave you a shared stash when they introduced sets in D2 with the intention that you'd build up your set among multiple playthroughs. Runewords obviously were a base mechanic in LoD, but lots of cube crafting recipes and uber bosses were end game grinds they added a lot later to cater to the growing fanbase of people who wanted some endless chase to grind for. And as I've mentioned before on the Codex, LoD 1.10 is the basis for modern ARPGs, i.e the beginning of the decline. An ARPG with the design philosophies of a pre-1.08 D2 is what I and many people here want. A game where beating the campaign is an actual challenge that you overcome and then reroll to try again with a different character or play something else until you get the itch again.Not forever and it won't be a grind if it's challenging. Random items spicing up replays might've been the idea when developing Diablo 1, but a lot of itemization after that points to different goals. Set items for example. There's no way to get a complete set without some kind of grind. Crafting as well, there's no way to get enough items to craft a bunch of stuff. Besides, there's no way for the game to be challenging if you can complete everything with minimal gear, hack and slashers aren't exactly know for their intricate gameplay.I guess you don't? The whole point of random item drops was to add spice to replays, not make it an endless hamster wheel grind. I really don't understand this idea that you have to be able to grind forever in a game. Just enjoy and move on.Why farm more items when there's nothing to use them for?