05-02-2016, 03:19 PM
I had bought DIII way back at launch. I ran one char though the story, and then hit an endgame wall. This was during the ramp up of the Auction House. I played around trying to farm up some gear and sell it, but soon lost interest in this kind of mechanism for gearing up. I had heard the AH was shutting down, however I hadn't been keeping up with their changes in game play.
Last week, with WOW content exhausted until end of August, I dusted off my languished DIII. After playing awhile, I found a great many changes and decided to upgrade it to ROS. I really love what they've done with the end game. Love the paragon levels, the rift and greater rift system, the cube, special items (legendary potions, gems) and crafting in general.
They have taken my single biggest gripe with the whole Diablo franchise, and forced me to rethink. You see, I cut my teeth on RPG's when they were done on paper. You might spend a whole weekend adventuring with friends, break even on repair costs and maybe have found a new +1 protection ring, or perhaps a +2 strength belt. Hardly the Monty Haul of magic items raining from the sky that defines what is Diablo lewtz.
In this relaunch, I need to rethink all these item drops as just another resource to be consumed for crafting. Like gold used for merchants, items break down and reform into character power. With end game fairly limitless, this end game is now a more interesting challenge.
I am impressed. It seems they at long last have listened to their fan base, understood their mistakes and have made the game fun again.
Last week, with WOW content exhausted until end of August, I dusted off my languished DIII. After playing awhile, I found a great many changes and decided to upgrade it to ROS. I really love what they've done with the end game. Love the paragon levels, the rift and greater rift system, the cube, special items (legendary potions, gems) and crafting in general.
They have taken my single biggest gripe with the whole Diablo franchise, and forced me to rethink. You see, I cut my teeth on RPG's when they were done on paper. You might spend a whole weekend adventuring with friends, break even on repair costs and maybe have found a new +1 protection ring, or perhaps a +2 strength belt. Hardly the Monty Haul of magic items raining from the sky that defines what is Diablo lewtz.
In this relaunch, I need to rethink all these item drops as just another resource to be consumed for crafting. Like gold used for merchants, items break down and reform into character power. With end game fairly limitless, this end game is now a more interesting challenge.
I am impressed. It seems they at long last have listened to their fan base, understood their mistakes and have made the game fun again.