![]() ![]() This seems like a novel approach to a few problems, and so far I have been impressed. They will certainly still exist in order to farm the overworks for paragon levels and crafting materials, but the server paragon limit also helps to reign the paragon portion, and I have heard mention of a hidden cap on material drops which further discourage bots. ![]() I also like that this minimizes bots as a path to power. That sounds spooky, but with a skilled game dev team (which I would call the Diablo squad!) you can still design an excellent game within those boundaries. If they want to pace player power a certain way (which I am confident that was part of the first wave of discussions when designing a monetized game), the reward scheme will be designed in a way that the rest of the game is balanced around that as the limiting factor. ![]() In the end, I’m okay with the approach they took. I’ve hemmed and hawed about this to myself a bit. Oh, and the rest of the fix is to remove the bullshit that is Dawning Echo. Even if the rate of progress is extremely minimal, it's still non-zero, and that's really all Diablo needs. A player can log on and grind towards something. The only thing that matters is that there's a path. It wouldn't matter that no free to play player would ever be able to come close to maxing their character in the span of their lifetime. It wouldn't matter that whales "earn" legendary gems nearly 500 times faster than free to play players. It wouldn't matter that it would take (on average) 110,000 elder rifts to get a 5/5 star gem. It wouldn't matter that it would take 50 elder rifts to get a single legendary gem. If the weekly fading embers cap was removed: Not being able to work on legendary gems without forking over money is frankly demoralizing and is driving people to quit in droves shortly after hitting 60. The only way to make any progress with legendary gems is to pay ridiculous amounts of real life money. ![]()
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