Yes, think about the reason ‘why’ Runewords kept people playing.
It was depth and player agency in a system which had none of that otherwise. The sole proper ‘crafting’ mechanic available when everything else was purely focused on drops. Hence a realistically achievable goal.
LE has targeted unique drops, a market and targeted prophecies to achieve the same.
So you ‘know’ many uniques and exalted items will be available for you.
Ok, how high was the % of people leaving D2 during their ladder resets?
Do you know?
I guarantee it was roughly the same number. Ah… but such a shame we have no data on it since Blizzard is a disaster company which even with ‘resurrected’ they never revealed their statistics. Gives them power over people who have no clue how player retention works in the grand scheme.
You seem to be included in that portion of players.
Is it? You don’t though?
First of all, when you come to end-game (which the rune-farming in D2 was) then the equivalent in LE is to have a filter which removes all items outside of uniques and T7 exalted items. The only exception for that is some specific idol affix combinations as well as skill level affixes, those can be shown at T6 still as they’re nonetheless valuable and rare enough to be reasonable.
So already you’re removing 95% of your need to read and each of those items on the other hand is a viable one for a potential craft.
So hence you created:
a simple item drop to know it was good without having to read it.
Use your filter properly, that’s what it’s there for.
Factually wrong in every aspect.
What you’re describing there is that ‘1-3 LP items are useless’ which is one of the worst takes I’ve heard about the system to date. As wrong as it can get.
Any beneficial stat on a 1 LP item is a better item then a non-LP item.
Any 2 good stats on a 2 LP item is better then a non-LP item.
Heck… many times 2 mediocre stats on a 2 LP item is better then a perfect affix 1 LP item even.
So you have a gradual curve but you just fail to see it.
Is it?
I thought you need to slot it into something first to be progress.
Means you need to drop the respective base item for it to become good.
A garbage item with the runeword after all still stays fairly much garbage after.
At least get the equivalency for it right there before you start comparing those systems. That’s the baseline for a discussion.
Oh, the reason for people leaving exactly has never been determined. But ‘bored’? That’s quite a risky statement!
Are you sure that’s true?
This would mean only 10% leave because they burn themselves out, they have another game released which they switch over towards, they simply are prone to switching up what they play, they reached their goal, they…
There’s such a myriad of options but you claim ‘this is the main and nigh only relevant one’. Seems like BS to me. Where does this basis come from?
That I can agree with as the first argumentation you made. First of all… it’s subjective and I feel the same way, secondly LE’s legendary system doesn’t provide unique new outcomes which aren’t seen otherwise.
But that’s something which a 1.0 also isn’t common to have yet. D2 needed their Expansion for them to exist, before they weren’t there at all.
Compare those games and the state of how they were released… LE is vastly beyond several aspects of D2, as it ever was, by the end of it. Which is to be expected form a game that comes decades afterwards. The one major point is that complexity isn’t there yet, you’re basically asking for them to have a perfect product at the start-line already. That’s nonsensical, you’ll need to give it time.
Who says that’s their main audience they cater towards?
If you wanna have a game for more casual playing then go to D3 and D4, that’s their market share.
And they fucked it up despite having a easy to please audience since casuals can’t have a clue about complex in-depth mechanics since inherently - because they’re casual - they can’t or won’t invest the time needed to get into the nitty-gritty of it.