Depends, friction is achieved with everything after all.
Time-gates are friction, overcoming challenges are friction… basically everything stopping you from reaching it ‘this moment’ is friction.
So friction itself is neither good nor bad in itself.
What I see as a problem though in the current state is the conservation of value actually.
After all Legacy is meant to be that place, right? So you have all the ‘remove only’ tabs showcased with all your gear… all characters move over.
That’s even for people which aren’t playing Legacy a decent thing, a sort of ‘personal hall of fame’ so to say.
And currently the preservation simply isn’t properly upheld this way. If you go and do 2-3 characters a league then with 25 character slots you’ll likely run out rather quick and you got to delete characters before long. Which… well… is bad to log into a old character and simply check it out again, enjoying it for a few moment, going the nostalgia route for a bit.
Which is why I’m in the current state a proponent for the loadout system. Instead of being enforced to delete characters you could at least put your build into a existing character and hence experience it this way again whenever you want.
The current state hinders the altoholic approach though substantially.
Yes, from a basis it’s fine, but it’s not sustainable since you run into a block of creating characters.
This goes entirely counter to that argument.
And even if we go the altoholic route and say ‘this won’t become an issue in cycle’… which in itself is already nonsensical since outside of a fresh economy (a working one rather) cycle has no value currently… someone which doesn’t care about pushing end-game and instead solely creating builds doesn’t care either, several builds will be ‘done’ with the appropriate items in monoliths… or even end of campaign at times.
So creating 25 characters for someone like that would even be possible in a cycle, albeit a hefty effort.
Not to speak of 2… or 3 cycles.
The general player though will mostly play 2-3 characters at best in a cycle.
Depends extremely on the type of player.
Saying ‘the campaign poses no issue for a altoholic’ is utterly insincere, since yes… yes it does.
Sure, the growth is a major aspect for them, but the campaign state definitely poses no challenge of any kind, making it a ‘empty growth segment’ basically. Mostly during the end of campaign and likely starting with monolith then it can be seen that there’s a pushback from the game finally to actually make choices meaningful.
Because without being in any way challenged is also not fun for a altoholic.
They just derive their enjoyment from another type of challenge.
Not really, it’s a really well done game. Clunky nowadays but still… for the time a fantastic game. With modern controls and adjustments it would still be a enjoyed game sure, not at the size of what’s expected though nowadays.
It’s also why D2 survives until today, it’s… a good game simply.
Isn’t a big part currently also the uniques in LE ‘creating’ specific builds?
That would fall into the same category, so for those anything before that wouldn’t be meaningful either, going with ‘something’ rather then the intended build.
Obviously less severe then in D3… where it was ‘all encompassing’ and plainly spoken a menace for early game.