Patch 1.3 and Beyond

After this massive (and massively successful) update to the game in 1.2, I wanted to submit some broad suggestions for areas to focus on in the near and medium term.

  • Class and skill balancing: Don’t be afraid to change things up for each class, every season. Skill rebalancing keeps things interesting and adds to the replayability long-term. Now that the base game is in such a good spot, and with seasons hopefully releasing every 3-4 months going forward, there will be more frequent opportunities to balance over and under performing skills. On season resets, I’d like to see them take advantage of this for all classes, whether that’s through numerical changes, new interactions with new uniques, or something else.

  • Campaign changes and additions: As content is added, consider trimming or streamlining some of the older campaign content. I know there is work actively being done on a new act, which is great. But there are some stretches when you run the full campaign where it feels like a bit of a slog. This can be compounded by how easily you can get overleveled, trivializing the content if you’re not 100 percent focused on following the yellow arrow at all times. A couple of spots that stand out off the top of my head - the zones when you reach Lagon’s isle, some of the desert zones after Lagon, much of the ice act (sorry I can’t remember which number acts these are).

  • Nemesis during the campaign: Similar to loot lizards in the prior patch, they could use a reduction in spawn rate during the campaign. The Nemesis system is awesome, but they spawn way too frequently during the campaign for me to be excited when I see one. Instead of being excited at a small chance for a big upgrade, I end up skipping almost all of them because I know I will just find another in the next minute or two, and it would take too long to stop and fight them all. And if you DO stop to do them all, well, maybe that’s contributing to the sea of “campaign too easy/game too easy” posts.

  • Normal monolith pre-boss quest maps: ok this has been said before, but it’s a full rework angle, or simply remove them.

I’ve been playing since 0.9, and I have to say this is my favorite ARPG on the market, in no small part because the devs have struck the right balance between their own creativity and implementing player feedback. Looking forward to seeing what else y’all have in store for us.