Let me start off by saying I hate having to grind like hell in this game. and especially in PVE. Recently, Demiurge swapped us to a new format that eliminates rubberbanding and forces us to grind more. While I hate the emphasis on having to grind, here’s why I think it could be heading in the direction of awesome if Demiurge are willing to take it there.
First off, it’s fairer to all players. I say this, despite the fact it’s against my interests. I’ve a decent number of 3-stars now, though most are far from maxed and I only have a few high level, but I have enough to generally be able to use them for essential nodes. So I prefer being able to just use those featured characters and rubberband through pve’s. I think everyone who’s played a while and has a collection of characters prefers this, but here’s why the new format is better for the game as whole (or can be if they don’t screw up). By de-emphasizing essential nodes, and emphasizing grinding, it actually makes PvE’s fairer for all players because you’re no longer screwed if you don’t have the featured characters. Instead you just grind the other nodes some more, which might not be easy, if scaling is high, but is now within the realm of possibility. Additionally, if it becomes the norm, I have a feeling it will reduce the amount of grinding needed, since people will stop playing PvE’s as much, unless they really want those covers. And that’s a good thing if it means they have a choice now whether or not to participate. This also presumably would give D3 a better gauge of level of interest in new characters.
In fact, I really hope they don’t just stop there, and they take this one step further. I think it’d be great if they made the essential nodes like a bubble, where they aren’t worth much, but they also don’t touch your characters’ health outside of the match (just feeds in full health and doesn’t report out the health loss). IOTW, I’d like to see essential nodes providing well-covered copies of new heroes, and let you bring in whoever you want, and play them as many times, with as many different characters you want, so that you can test drive new heroes and decide whether or not they fit you’re play-style/ roster. Make the normal nodes count more, but focus more on personal scaling, instead of community scaling, and tweak it so it doesn’t get out of control.
I think it would also awesome if they restructure PvE’s to be more of a trial mode for new characters, and less of a grind like hell in order to earn them. To this effect, it would be nice to see either the characters moved to being progression rewards instead of bracket rewards, or alternatively as 1st time rewards for “gold” nodes on sub events that only unlock once the global progression bar reaches a certain point. This would allow players to play PvE’s more casually in general, but grind when there’s a new character they want bad, and it would also help Demiurge judge level of interest in new characters, beyond players simply grinding like hell because they need the characters for future PvE’s and then burning out as a result. Just please don’t nerf the rewards again. Keep them as 3 covers.
Lately, I’ve been extremely sketpical of Demiurge’s motives behind a lot of changes, and generally critical of the way things seem to be going, but I wanted to take a moment to reflect on what they might be doing right here (as long as they’re willing to push it a step further). My impression has been that the biggest source of burnout in this game has been the long, grindy PvE’s with uncertain rewards at the end, on top of the PvP schedule. I think it would be a great thing for them to continue de-emphasizing PvE’s as a required grind-fest, and continue restructuring them into a story mode / test drive mode for new characters.
I’d also like to see the game focus less on health packs in general, and more on being able to try different character combinations without being unable to play them again for 8+ hours if you lose. I’d like to see PvP be less about health packs, and boosts, and shields, less about having to tank constantly to keep it playable (in large part because of the broken health pack system), and more about tough, rewarding matches that punish you less for losing and reward you more for winning. And I’d like to see less required grind in all modes, while keeping grinding options open for those who want to. I’d like to see players get some readily earnable “core” character set in star level, so that newer players aren’t left out, and additional characters be more like DLC content, earnable by winning or by purchasing, instead of the way it is currently, with the DLC content being required to play the game at all.
Anyway, these are just my early morning ramblings. Take them for whatever they are, or aren’t worth. ![]()