The only thing I’m really excited about is the improvement of loot. It’s time consuming and feels like a job rather than a game. Made even worse, if you want to progress you need to spend an inordinate amount of time staring at the AH menu sorting through hundreds of thousands of items. Every item is viewed for its value on the AH, and in most cases it’s more important to find a rare item than it is to find one that’s an upgrade for your character. The chat rooms are full of spam and don’t feel functional in the way that Diablo 2‘s did. The Auction House jeopardizes the thrill of finding loot, the very thing that the genre is based around. The face-to-face trading, gambling, and other interactions made Diablo 2 a game that made time investment feel worth it, and because of that there were thousands of gamers who played it for years.Īfter over a year of patches, Diablo 3 still feels like an anti-social experience. game lobbies gave players a sense of freedom when engaging socially, whether it be making a lobby with certain rules, or specifying who should join. Matchmaking simply can’t offer that. In Diablo 2: Lord of Destruction the ladder system offered competitive play for the hardcore, and built a sense of community. What Diablo 3 needs, and has needed, are social features. Altogether, it offered a lot for its $59.99 price tag, but it was missing some of the keystones of success that made its predecessors so popular qualities that should have been addressed by its first expansion. It launched with four Acts, four difficulties, tons of loot, and five classes. Diablo 3‘s issues were never related to content, though.
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