To reword it: No direct rewards for leveling. Randomized item based progression is not the same thing.
It was still character progression that correlated to your level progression, nonetheless. But anyway, I recognized the problem of no direct rewards, which is why I put that into my proposal so you unlock something all the way to 60.
You actually just dug yourself deeper here. Getting to level 99 in Diablo 2 was a feat of sheer persistence; the average person got nowhere near there even with excessive playtime. It was quite normal to finish Hell difficulty (The equivalent of Inferno in D3 I might add) somewhere in the 70's, possibly early 80's. Assuming you unlocked everything near the end of Nightmare that'd be somewhere around level 50-60.
I didn't dig anything. Why do you think I said Lightning Fury at level 70 and Smite at level 80? That's because that was the average start of end-game for Diablo II. Unlocking your last skill runes at level 55+ is the same thing since that will be the average start of end-game for Diablo III.
Hell mode in Diablo II is not the equivalent of Inferno mode in Diablo III. Hell mode in Diablo II is the equivalent of
Hell mode in Diablo III. Inferno mode is something else entirely. Hell mode in Diablo II was not designed to have monsters all be at level 105 and kick your ass to oblivion.
You still don't have any concept of overall design. Your system doesn't encourage the player to try new strategies in any way; it encourages the player to decide ahead of time what the best 'unlock' would be and to choose that. Excessive choice is often a path to overdesign and then alienate players too early into the game experience.
If a player is truly dead-set upon a static build all the way from 1-60, then all the current system does is force him to play in a style he doesn't want to play for a long time.
The current system doesn't encourage players to try new strategies, either, you know. If I get enhanced missile at level 3, and then get split missile at level 13, I don't have to change it if I don't want to. I'm not "encouraged" to do
anything. I do know one thing, though. I am
discouraged from choosing for myself what rune want to play around with first.
You really think players under my system are just gonna blindly build a class on the skill calculator and then just punch it in all the way until level 30? there's real trial and error involved, and if they figure out that their build sucks, they have all the freedom in the world to change it around and find something that works. If they figure out that their build works well, then good for them. At least they could figure it out during the growing phase, rather than right at end-game.
Besides, there is no "excessive choice" in my system. My system follows the same delayed skill progression as the current system. You can only unlock one rune at a time and then you have to wait 5 whole levels until you can opt to unlock another one. The key difference is that
I decide what the next step will be, not Blizzard.
There's no indication that the new rune selection system in any way harmed the loot progression of Diablo 3. Tying ability gradients to random drops and/or player economy has just as much of a potential to be frustrating as it is fun and also presents several potential obstacles to someone that does want to prepare for 'endgame' viability. If you make the items so common as to not require some effort to obtain you might as well just make the system selectable (This has been mentioned many times prior to this change too)
I'm pretty sure that having an entire category of potentially sellable drops suddenly vanish has an impact on loot. I made adjustments into my system so that frustration is minimized so that it's nearly impossible to gimp yourself. As far as rarity is concerned, level 1 runes are common. Level 4 runes are not. But then again, only core gamers who like getting their ass kicked in Inferno mode will be the ones who would want to get level 4 runes, anyway. Casuals still get their casual game, and hardcores still get to experience pain. No one gets shafted at the expense of the other, which is what the current system does.
You're missing another key point here: the only good quality of the old system was when they were iterating on runes having affixes.
That wasn't the only good thing. But besides, I got rid of that aspect since it makes managing stackable runes a lot easier.
The one 'flaw' you find in the new system isn't really a flaw. It's a design decision which encourages more experimentation. Your system is overly complex in order to resemble something from before to appease people without having any positive benefits and also massively increasing design time.
Are you forgetting this game is supposed to release within five months based on their previous conference call? Right now outside of perhaps the backend of RMAH, Diablo 3 is ready to ship within two months, maybe three. Must be restated: The current system exists because they are out of time to iterate on what they actually wanted to do. At some point after spending -YEARS- muddling over something you just have to say "Ok this direction just isn't fitting with the overall direction of our game". Especially when it's the only thing holding you back.
Like I said, my system is no different from the current system as far as "encouraging experimentation" is concerned. You still unlock skill runes at a slow and steady pace. The only difference is that you get a say in which path to take first. Blizzard's way
forces you into the same path as everyone else.
I'm not one of those gamers that is going to bitch at every single thing a developer does. Up until this point I was in a general agreement with everything they had done. When people complained about auto stat points, I agreed with their reasoning that justified its inclusion in Diablo III. This is the very first thing that they've done that I have a problem with.
We've waited 12 years already. I can wait another year if I have to.