Reaper of Souls End Game is Missing?

dentacom

Diabloii.Net Member
A fan brings up a fairly common argument/complaint that I don’t really understand. Many players says that Reaper of Souls “end game†is not enough, or doesn’t even exist at all. I’ll comment, but first here’s the quote and the Blue reply:

"RoS has no endgame
So… What is endgame for you?

PVP? Trading? Ladder?

Vaneras: I have seen quite a lot of feedback on this topic already, and I am well aware of the various suggestions for endgame gameplay that have been posted on these forums as well as various other Diablo sites so far, but I still think this is a very good question because it is one that has many different answers



If you have answered this question already somewhere else, then there is probably not a need for you to answer it again. But if you haven’t answered this question yet, then I am very interested in reading your feedback. So, if you can, please try to answer the question using your own words: What is endgame for you? " - BLUE POST


I guess by “end game†some people mean “a game feature that you can only access with max level characters.†If that’s your definition then no, neither D3 nor RoS have much of an end game, but of course neither did Diablo 1 or Diablo 2, so at least it’s consistent. Reaper of Souls has far varied game modes and activities than we saw in Diablo 3 (or D1 or D2) with the added Adventure Modeand Nephalen Rifts, but since you can do those before max level, I guess they don’t count as “end game†material?

I am 100% in favor of additional game content, and I’d put a quality PvP system atop that list. (I’d prefer one based on skill and tactics rather than gear and paragon levels, with a selection of premade chars and solo dueling or team death matches, like we played and loved at Blizzcon in 2009 and 2010.) But it’s weird to say RoS had no end game just because there’s no major content that’s locked until you hit lvl 70.

It makes me curious… why would anyone want an end game of that type? If it’s a fun game feature, why wouldn’t you want access to it all along, rather than having to grind to max level before you get to do the cool stuff? Is it just an elitist thing, or do people really think dessert tastes better if they have to force down a plate full of brussell sprouts first?

End Game for me: What keeps you playing once you reached the max. level. Knowing you will find an awesome item at the next corner. New events, quests, gameplay options funny to play with.


Also, 4+ years of feedback on PvP and we got brawling =D
That is the results of ‘feedback’.


In game like Diablo you need to have strong and flexible character building mechanic with tons of build possibilities, not 10 boring difficulties and mostly-useless skills with mostly-useless and boring rune effects. Diablo 2 did it, POE did it but Diablo 3 completely failed to do it.
If they don’t recognize this as a problem the second expansion will feature Adventure mode 2.0 with 1 new short-sized-act, 1 new OP class, new legendary gimmicks and 10x more damage multiplier and another 5 difficulty levels with enemies with 100bilions of health.

We want something do after we gear up. More ways to gear up just doesn’t cut it. I don’t want to farm just to be able to farm easier. In D2, that was PvP

I still play D3V to this day, on and off, but only because I’m still grinding out paragons , my single driving force as I feel there is absolutely no other reason to play right now. I fear the same fate for RoS.

In Diablo 3, you reach max level in a few hours. You grind and grind but in the grand scheme of things, there is NO PURPOSE to the gear aqquired.

We need hard to beat , unique challenges (even if it requires 4 players) that drops unique loots even if they have a weekly lockouts like the panda MMO. We need reason to grind for better gear. We want to fight that super epic dragon with Bobby eyes breathing fire and not the same damn re-coloured mobs with same abilities.

To me, though, one of the most important thing about this kind of endgame system is that the level should be challenging, it should be themed, and it should be tied in with the lore somehow or maybe a never ending dungeon.

What's improved in this game last 15 years, I would say almost anything they repeat all the old stuff again and again like Ubers in D3V look like the same in ROS and the rings sux hard. Today we are 2014 and again we smashing monsters like crazy : ) but nothing new.
So, What are your conclusions from this and what should be improved in ROS ?
 

Disciple of Erebos

Diabloii.Net Member
Honestly, my feeling is that the devs are on the right track with the Ubers and the Hellfire Ring, but they're approaching it wrong (at least for me; others can disagree). Currently, you farm keys, make machines, kill all the Ubers and grab a component from each one to turn into your reward. My personal feeling is that instead of having the Ubers event just being essentially a boss rush, it should be, as you yourself said, 'challenging, themed, and tied in with the lore.' Thus, I'd like to see each Uber as the start of a mini-quest, similar to what the RoS beta's Follower/Artisan quests are supposed to be. Say, as a basic idea, each portal brings you to an alternate dimension where the hero failed to stop the targeted boss, and you have to fight your way through overwhelming odds, defeat the 'Uber' demon and save that dimension. This gives you a little themed story, and it makes the bosses feel special, not just a boss rush.

The other thing I'd like to see is a special item dropping from each boss, not just as a reward for fighting them all. If they're each going to have a separate event, then they should each have a separate reward. I like the idea of combining rewards, though, so perhaps they could each drop a different usable item that could be combined into one mega-item. For example, one boss drops a chest piece whose lore explains that it has three pieces missing; the other three bosses drop the missing pieces (two rings and an amulet). Each of these pieces would function similar to the Hellfire Ring now, but put them together, and you get an item of ultimate evil! Possible examples of each item below:

Ring: Mark of the Deceiver (drops from Maghda/SK):
5 regular affixes
1 special: Chance to summon illusory clones when you are hit. The clones deal no damage, but their attacks confuse the targets for 1 second.

Ring: Seal of the Murderer (drops from Ghom/Rakanoth):
4 regular affixes
2 special: Enemies deal and receive 10% extra damage. Slain enemies have an X% chance to return to life as minions for X seconds.

Amulet: Glyph of the Betrayer (drops from Siegebreaker/Kulle):
5 regular affixes
1 special: X-X% chance to confuse on hit.

Chest: Mantle of the Seven Hells (drops from Adria, who is my gut guess for the 4th portal, as I live in China and can't get YouTube to watch the video of RoS Ubers):

4 regular affixes
25-35% increased Fire damage from skills
1 special: Fire damage has an X% chance to stun for 1 second.

Final crafted piece (2 rings, amulet and chest put together):

Form of the Archdemon - Chest Armor

Form of the Archdemon's mainstat roll can roll higher than the cap (more than a Hellfire Ring's current cap, but not too much)
3 regular affixes
40-50% increased Fire damage from skills
40-50% increased Lightning damage from skills
3 special affixes: Your character model is replaced by that of Diablo (change is cosmetic only). Whenever you deal damage with a fire skill, you have an X% chance of creating an exploding ring of flames, centered on you, dealing X% WD as fire. Whenever you deal damage with a lightning skill, you have an X% chance of shooting a ray of lightning (Diablo's feared Red Lightning Hose) in an arc around your target for X% weapon damage.

This represents my personal idea for how to make the endgame more appealing. Obviously, everything here would need to be tuned and balanced, and more would probably be a good idea. Needless to say, this would not make RoS, but would be cool to get in a second expansion (provided another one gets made). Also, as a final balancing piece for the items I created, if you are wearing the Form of the Archdemon, then you can't wear the rings or amulet from the set. As a result, you need to think about what you want; are the benefits for using Form of the Archdemon worth giving up the benefits from the four pieces? However, the point of the item is to be pretty awesome, so it usually should be worth trading up. The main point of having each piece drop as a usable item is so that each reward feels tangible, instead of being just another hard-to-get crafting mat.
 

ShadoutMapes

Diabloii.Net Member
As I see it, End-game is content that keeps going past the gear-progression stops.
Something you can not out-gear.

Stuff like:
- PvP (I really dont care about PvP, but represents good end-game nonetheless)
- Scaling Pve: Endless dungeons/Horde modes/Scaling bosses
 

Greizer

Diabloii.Net Member
Endgame? Try: gathering specific gear and leveling new characters in order to make a) novelty builds b) optimal builds for running certain areas, and/or c) builds for pvp. 10+ years and counting. Of course for any of this to work, you'd need reasonable drop rates, a trading system, and most importantly interesting items that only work (or work best) for certain builds. In D2 e.g. your choice of helm could be a Shako, Crown of Ages, Nightwing's Veil, .08 Valk, Rare circlet w/ gg mods, Crown of Thieves, Dream runeword, Tal Rasha's mask, Arreat's Face, etc etc based on the build and the various break points that you wanted to attain... Or rather could *hope* to attain after making compromises with your other gear, depending on your level of wealth and patience for finding said gear. Now in D3 you will use either a crit Mempo or a non-crit Mempo, depending on your wealth... Maybe some other helm if attack speed is bad for your build. So you've got two choices instead of like 20 in D2. And ofc with BoA you'll use whatever the rng bestows upon you, which may be zilch unless you play for x,000 hours. Then you've got a 50 % chance of getting something good. Oh gee can't wait for RoS.
:D
 

ShadoutMapes

Diabloii.Net Member
Wouldnt consider "making new characters" end-game in D2.
It was replability, but not end-game.
PvP was the only end-game D2 had tbh. Not that it is necessarily bad. Most games have no end-game.
I think A-RPGs kinda need it to stay interesting though.
 

Greizer

Diabloii.Net Member
Semantics. Imo whatever keeps you playing after you 'finish' the game (beat Diablo/Baal on Norm, Nm and Hell) qualifies as end-game. Another way to look at it, if you want to, is to say that there's no need for end-game if you have endless re-playability. The goal is achieved either way: you keep playing the game even though you've finished the story.
 

ShadoutMapes

Diabloii.Net Member
That is why I don't think it is semantics.

End-game imo is what you do with your existing characters/savegame/whatever after you completed the story, got all the gear etc.
It's the end of the existing play-through, whereas new characters are new play-throughs.
It's those "optional challenges" some games have, especially RPGs (and in particular J-RPGs are known for them).
And of course PvP is always end-game in my definition.

Replayability is, as the name says, playing the same game again, and again. Chess has replayability. But no end-game.

Both can lead to longevity for a game, but in very different ways, and people who like one of these ways to add longevity might not necessarily like the other.
As such I think there is still plenty of need for end-game you can do with the characters you have already lvled up.
Replayability is not enough.
In any case, it is not like D3 has much replayability either.
 
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