I don’t think that is the actual issue… it’s the symptom rather.
The root cause is that we derive pleasure from finding meaningful things that could help us… which happens still after all! But - and that’s the important part - it’s basically ‘covered’ by the vast amount of ‘garbage’ we have no use for.
Hence I think the issue lies more in the part that the loot filter doesn’t auto-adjust to content and is then further handled by specializing it as the player but rather… has a need to be intricately set up by us personally. And often in faulty ways which doesn’t fully do what we want.
Because if we see 10 item each minute then ‘items’ loose value for us as drops. But if we see only a single drop every 2-3 monoliths and know ‘this is a nice one’ then it’s exciting after all! For that all the other stuff needs to ‘vanish’ from our view.
A perception issue mostly. And perception is important.
Or you could use a completely different method which doesn’t enforce the drop-rate of uniques to be high in the first place, hence causing each dropped unique to have intrinsic value, even if it’s one you commonly wouldn’t use… it’s rare, the affixes are ‘special’ and not seen otherwise, nice. And since we wouldn’t see it often it would have a inherent value of being exiting and letting us think if we can do ‘something’ with it.
If it’s ‘needed’ or not is of no matter. It’s the core way to progress for most builds currently. The power behind LP is ridiculous in comparison to anything else presented, and it has such a massive design space attached to it that it intrinsically becomes ‘the thing to go for’.
Which is what I’m often saying that designing things with the future in mind is important, but presenting it to players with that being already visibly unlocked is detrimental for the perception in many cases.
LP could’ve been a outstanding mechanic (and it is a good one, very enjoyable overall) but the upper limit which enforces people to use uniques in many slots despite not being fully fitting rather then a top-tier exalted item on the right base is a detriment to the game. It limits the direction in which you can progress your character.
Sacred is and was one of the best diablo-clones of all time It’s on par with Grim Dawn in quality for the time.
Yes, and that is a major problem.
Uniques should be used for the task they’re made for, not be so strong to outpace any other option simply because they are exalted+ items.
This is the part where the design fails to function as intended, a bad side effect, quite a bad one even as it reduces build variety substantially. It’s always ‘unique x is better then a exalted despite not being for my build, hence I need unique x with LP!’ and then it ends for the example about ‘but we don’t need LP items!’ yeah, I don’t need to play video games either, but it’s what brings me fun, hence I do it nonetheless