Now all the more so since GR100 has been legitimately cleared. We can thank Seasons for giving the power creep that has brought us here, and the horse is out of the barn. Adjusting old loot and introducing new loot is not enough.They need a little something more for the end game.
My two main ideas -
- Kanai Cube to be an infinite item sink. Diablo 3 has never had a proper item sink, and now is as good of a time as any to finally introduce one. Recubing items increases the potency of the static quantity value by a percentage amount, moreso if ancients are burned. Only hardcap limits to ensure 100% cooldown reduction cannot occur. Otherwise, rise it to the sky. For example, get a 0.1% bonus to Furnace's 50% elite damage with each recubing (0.5% if ancient). Now all the sudden, people care about every Furnace that drops, no matter how bad it is, and people may want to trade for Furnaces as well.
- New difficulty mode which has no static values. Torment XV and GR150 won't cut it. Think of rank from shooters. Envision play where enemies have a comparative GR level set when spawned, and based on how quickly you kill it and damage you take from it, enemies subsequently spawned have their levels adjusted on the fly. GF/MF/XP/&c. are adjusted accordingly as well. For Rifts, you fight for five minutes and then immediately face a boss. Perhaps items can be adjusted or created with properties that only apply in this mode.
Static difficulty levels will always be surpassed in this game.
Players need something more to do with items than either equip or junk them.
I can't imagine these things being terribly difficult to implement. It doesn't demand any new assets.