That's the thing, doing a character from scratch isn't why anyone plays Diablo.
3. Isn't why anyone plays Diablo 3.
I feel the game has seriously retroactively changed how people look at Diablo 2 and what parts of it they deem important. Its end game were Baal runs and Ubers, right? So was it a game with no online community or longevity?
The real game begins at 70 where you gain paragon levels and item sets. But IMO the real thing keeping the game going is the Seasons.
I'm a fan of the real game starting at level 1, or as close as possible without throwing the player off the deep end. It's a crazy idea I know
Its a pretty fun system. Each season has a journey that has a list of objectives to complete which reward you with cosmetic stuff and sometimes selected pieces of set gear. Eventually you get an entire set for the first class you complete those objectives on each season, alleviating the grind somewhat.
Wait wait wait, set gear is max level only?
It's interesting you say leveling in GD felt more enjoyable to you from the start, because leveling in Grim Dawn felt boring to me. I always felt underpowered in it and I'm really not a fan of improve this skill 15 times, which is why at some point I stopped playing it. As a backer of the game, I felt way disappointed in what I ended receiving.
I've only felt underpowered in Grim Dawn once, but due to the practicality of the build I was using.
A character with a single
godlike tanky pet, is worthless if the pet can't keep aggro. So i went to respec, took a big chunk of points out of my single pet, and put them into my mastery tree to get another better one to support it. Getting a superquick teleporting manticore that can shred bosses? Instant gamechanger. Barely felt the hit my Briarthorn took from taking half its points out because its stats previously were far beyond what was necessary.
Tbh, I don't know why you were expecting anything else but a skill system that makes you invest multiple points in a skill to get the most out of it. That's Titan Quest. The skill system is a big part of Titan Quest's identity. The game is constantly teasing you with new mastery tiers that unlock new skills, loot that's just beyond your level or attributes, so you might have to level once or twice to reach them, invest your points evenly if you're content with your current performance, or invest all your points in one skill if you really want it to be stronger, in which case the change is usually pretty significant because the game doesn't have diminishing returns to Torchlight or Diablo 2's level
Diablo 3 wise, I can see how it might feel as if skills unlocks and runes are random but it really isn't. It's a progression where you get handed a simple attack and then more attacks slowly unlock as you gain levels, main attacks, special attacks, defensive attacks, passives etc. Diablo 3 is about getting you to experiment with the skills as they unlock so you can find the ones you like to play with the most. It's about easing you in and about making it as pick up and play as possible (some might say it's dumbed down, but I'd disagree).
But then because you're not choosing in which order you get the skills, and there being no further way to improve yourself through leveling when you got more or less the stuff you want (aside from Paragon levels later), when you get those new 2-3 skills/runes that you don't like, I find myself thinking that it was a complete waste of time to even open the skill menu.
The new attacks unlocking aren't really more powerful than the previous ones, so I can see how that might not feel as exciting. They just work differently and might have a different base element which might work better with the elemental bonus on your items. The new runes though, I consider them an exciting way to shake things up, since some runes can change completely how a skill works (one example, the Arcane Orb rune for wizard changing it from an orb you throw to 4 orbs circling around you, making it an interesting choice to be both offensive and defensive as a melee wizard).
The runes are an interesting idea, I like things that can affect the usability of your skills, but most of them seem like fluff, filler. One that increases damage, one that increases Aoe, one that gives your character a buff, one that applies slow/stun, one that increases your resource generation, etc. There are winners and losers when it comes to skills getting rune variety.
While true that main stat and vitality are really important (though I'd say the DPS on your weapon is the most important stats on a normal playthrough), that's not the whole truth. Crit chance and Crit damage are just as important, as is element damage, strictly speaking about the most basic difficulties. Once you delve more into higher difficulties, damage reductions, life on hit, regen, cooldown reductions etc all become way more important to get builds to work and survive.
But again, aren't the crit stats stuff that you can see affect your weapon DPS stat? Arguably being worse for build variety than main attribute dependance because
every character wants that?
And elemental damage gear isn't really abundant, early on anyway. Starting from Act 3 or so i was looking out for fire elemental gear (well, primarily damage reflection gear, but fire damage was secondary) and I never really saw anything worth equipping. My weapon ended up ruling over my character's efficiency regardless.
Diablo 3 is a game to play to keep playing after reaching cap. To keep going through rifts and greater rifts, to keep looking for better items and especially to keep enjoying the gameplay, because where D3 excels is in the feeling of its combat. It's a cap game, kinda like a MMO.
I can see how some might prefer the PoE or GD or even D2 experiences but, to me, no game even come close to Diablo 3 in the genre.
And it's fine if you prefer it, I'm not here to change anyone's personal preferences but I do want to discuss.
I suppose another thing is that, I do not think there is a single hack&slash out there that cen keep me playing on the merit of gameplay alone. The biggest gameplay innovation to the genre is the addition of a dodgeroll, and unless Victor Vran does something special with that, it's still not enough. I want to always be planning my next level, next skills, next gear adjustment for the enemies of upcoming area, stuff above random rewards that may keep my mind in the game for a small unexpected moment.