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<blockquote data-quote="schneeland" data-source="post: 9163847" data-attributes="member: 6900337"><p>Actually, the online-only part doesn't bother me so much. At least not for a game like Diablo where I'm likely to play it with friends anyway.</p><p></p><p>My main complaints are:</p><ul> <li data-xf-list-type="ul">The open-world approach messes up the pacing of the story (the story starts and ends strong, but most thing in between were rather mediocre)</li> <li data-xf-list-type="ul">The open-world approach also reduces immersion (doesn't matter so much for mid and end game, but it does for the story part)</li> <li data-xf-list-type="ul">The quality of the side quests is quite uneven and there are too many mindless fetch quests</li> <li data-xf-list-type="ul">The level scaling kills the feeling of progress (at least to a large degree, it effectively really comes down only to items)</li> <li data-xf-list-type="ul">The gameplay becomes stale once you hit your ultimate ability and it becomes a tedious grind already in the late mid game (around level 60 or 70)</li> <li data-xf-list-type="ul">On a related note: not enough variation in random world and dungeon events; not enough variation in dungeons themselves</li> <li data-xf-list-type="ul">There are FAR too many crafting materials and none of them really matter</li> </ul><p>And the lower half in particular is something I also saw frequently echoed in comments from friends who played.</p></blockquote><p></p>
[QUOTE="schneeland, post: 9163847, member: 6900337"] Actually, the online-only part doesn't bother me so much. At least not for a game like Diablo where I'm likely to play it with friends anyway. My main complaints are: [LIST] [*]The open-world approach messes up the pacing of the story (the story starts and ends strong, but most thing in between were rather mediocre) [*]The open-world approach also reduces immersion (doesn't matter so much for mid and end game, but it does for the story part) [*]The quality of the side quests is quite uneven and there are too many mindless fetch quests [*]The level scaling kills the feeling of progress (at least to a large degree, it effectively really comes down only to items) [*]The gameplay becomes stale once you hit your ultimate ability and it becomes a tedious grind already in the late mid game (around level 60 or 70) [*]On a related note: not enough variation in random world and dungeon events; not enough variation in dungeons themselves [*]There are FAR too many crafting materials and none of them really matter [/LIST] And the lower half in particular is something I also saw frequently echoed in comments from friends who played. [/QUOTE]
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