I actually want something in between. Just like I want a trade that’s somewhere between the extremes of D3 and PoE. LE is a bit on the slow/boring side right now, but PoE is so speed-oriented that you either kill from off screen or die to one-shots. Neither is ideal.
Don’t care about the gold cost. I go through most of my gold pretty easily as it is and don’t mind farming for more if I need it for something. It’s a mostly reasonable balance. My issue is with the way skills are handled. Losing skills points and having to regrind them is not a “respec” by any reasonable sense of the word. It’s a deletion followed by a pointless re-grind. At very high levels it’s fine, but at 60 or less it’s terrible, and that’s where I most want the ability to because that’s where I’m still seeing what everything does and fine tuning the direction of a build.
It’s more that I see it as constraining design options too much. It also is why so many people say it’s too easy to get geared. If the game designed solely for SSF, it’s a great system. I don’t believe it is, though. It gives concern about what they can/will do in the future for itemization.
First of all, I want an economy that is based on more than just equippable gear drops as that’s way too one-dimensional to be interesting or sustainable. Next, it’s not that I want more-but-worse loot in general, it’s that even with the 8.2 changes, general loot drop quality isn’t good enough to regard it as interesting/valuable in most cases. Not trying to shit on the devs here, but when the loot system is this simple, it doesn’t really matter if loot in general is of higher or lower “quality,” regardless of quantity. Then you apply a system that makes even these items often come up as “incomplete” and you have something that is simultaneously boring in ways it shouldn’t be and frustrating in places that it needs to be exciting.
I think this illustrates an overly binary viewpoint about how loot/trade works in ARPGs. The system I want to see isn’t on either extreme. You should see a healthy number of item drops, some good and some not. You should see a variety of useful items that have some utility (and therefore, value). You should have a trade system that helps you progress and push forward, but still leaves plenty to be desired with endgame systems having rewards worth chasing.
I’m not sure how else I can put it, but I don’t appreciate it being mischaracterized as wanting another PoE when I explicitly said in previous posts that was precisely not the case. I don’t believe you are doing it to intentionally antagonize me, but it is an overly simplified interpretation of what I have been saying–to the point of wild inaccuracy.