I hold a mixture of opinions about this perspective. The most glaring one is the idea that introducing content that offers inferior avenues for acquiring nearly everything represents a fundamentally flawed design choice.

The reductions in experience bonuses based on monster level revealed a clear disconnect between player enjoyment and the developers’ prioritization of their vision over player satisfaction.

Before the experience bonus nerfs, the increased cost of mystery chests, and the decrease in cinder drop rates (whether a bug or not), helltides provided a reasonably rewarding and refreshing change of pace. However, their current state comes across as time-locked mediocrity, in my opinion. Even when considering the enjoyment factor, I don’t feel adequately rewarded for my time invested. This seems to point to a core design issue; the aim should be to create multiple viable paths for character progression.

I’ve participated in perhaps only 2-3 legion events during my entire time playing the game, from early access until now. The fact that I rely on third-party tools to track these events indicates a significant failure on their part. It appears as a lack of diligence.

As for world bosses, I’ve defeated them only once since early access. This is another area where the developers have fallen short. The bosses are too spread out and, in my opinion, challenging to track down for the underwhelming rewards they provide.

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Random events, on the other hand, don’t bother me much. I believe they should substantially increase the experience reward for completing them, although it’s unlikely they will. And when I say increase, I don’t mean doubling it – I mean multiplying it by a factor of 10 compared to its current value.

Ultimately, to me, if someone’s primary rationale for engaging in content is simply to break the monotony, it raises two concerns.

  • Why does there exist such a significant disparity in rewards between endgame activities, leading to a need for justifications or mental gymnastics to feel content about pursuing alternative content? The fact that these activities don’t at least approach the realm of Nightmare Dungeons (note: not necessarily 1:1 parity, but at least a close approximation) is a major concern that requires resolution.
  • Why is the endgame content so laborious that one requires a change of pace to prevent burnout?

These concerns are substantial red flags to me, as I haven’t encountered such issues with other Action RPGs as swiftly as I have with Diablo 4. I can invest 250-350 hours into a Path of Exile league without feeling fatigued. In contrast, I’ve accumulated a total of 185 hours in D4, and the game feels burdensome to engage with at nearly every juncture.