I think what people really try for is the reward that gives you an extra stash tab. Seasons are nice because they allow you to jumpstart a character by making it fairly easy to get an initial class set.

Well, the console version (which is what @divedivedive asked about) doesn’t have stash tabs, so I doubt we’ll somehow get one as a reward.

Yeah I own D3 on PC but I haven’t really played it since I got the Xbox version.

Heathens!

Oh my god, this graph or whatever it is might have swung the needle back around. I like Diablo 3 because it’s a fairly mindless distraction. Is this going to require, like, thought?

No, there’s an in-game checklist with big grey symbols that turn red once you finish an item on the checklist. It’s all very self-explanatory in the game itself.

Secretly I was really hoping your answer would be:

Michelangelo wishes he could do portrait frames this beautiful.

Let’s see, should I use the gray portrait frame from Season 4 - Champion? Or how about the brownish-gray portrait frame from Season 5 - Champion? Or how about the Gold portrait frame from killing lots of goblins? Eh, let’s go with the Paragon 100 portrait frame - the one with the gray border and the little doohickeys on it.

Decisions decisions

My local NPR station recently ran this story on the radio about Frames, and how we normally forget about the frames:

TLDR: Basically we are good at copying art to look like the original, but we always ignore the frames.

Check out the link and look at some of the beautiful frames. Sometimes it really is worth preserving some frames around art, not just the artwork itself.

No no, in-game you only see one chapter at a time and it gives you things to do that generally match what you’d be doing anyway. The aim is to do them, to unlock bits of your free season armour set. It’s pretty straightforward.

Here's a console screen

All right, you guys have set my jittery mind at ease. I am back onboard with seasons. For now.

Heh, after my unfortunate sojourn (unwitting) into the sordid depths of non-Hardcore mode, I got my HC seasonal Wizard to 70. I always love leveling Wizards, but struggle to make them high-tier viable. The meta for the gear/abilities never is quite what i would like to play, and if you don’t follow a template, they are pretty fragile. And of course I squandered my free set pieces by screwing up the first time.

Ah well. Might level a WD or a Necro (again, grrr).

Finally got Tasker and Theo plus both essential jewelry peices last night. Not the fastest clearer, and no mobility skill, but farming TX is cakewalk now. 3-4 minute GR45 clears, depending on density. Gotta get some gems leveled, particularly whatever survivability gem I settle on - seems like a couple could be viable, at least until I need to slot in Stricken to keep up with DPS in high GR’s. Damage at the moment is very, very strong. Crazy good, but it’s strength is definitely single target sniping. Fun build to play, if a little busy. The combination of Reapers Wraps with Devour and Life From Death means health globes drop like freakin’ candy, which is good, 'cause I need 'em all to stay alive!

Nice. Because of my SNAFU with starting the season, it’s gonna be a while before I get any decent gear for any character, period…

Level 70! And with that, Chapter 2 of the Season Journey is complete.

Chapter 3 looks fairly simple. Mainly I have to beat three bosses on Master difficulty, including Diablo. It shouldn’t be a problem now that I’m equipped with 2 of the pieces from my Chapter 2 reward and 3 pieces from a Demon’s set.

You guys weren’t kidding. It’s not intuitive, but the equipment stats make all the difference in survivability and killing things and everything really. So what you can do is directly related to the stats you get thanks to the equipment. That’s… a really strange way to do an ARPG. It’s like the skills you chose and your level, and all that is just an afterthought. All the stuff that’s really important in other ARPGs.

Getting better gear to make the numbers go up is pretty integral to an ARPG, especially in the endgame. Diablo’s itemisation is a bit weird in that it puts so much emphasis on the primary stat, but even so, it’s not true that your skill choices don’t make any difference. They absolutely have to synergise with your gear to push further.

I guess the difference is that your gear tends to drive your skill choices, until you’ve had a long time to farm. I’m currently playing a massively sub-optimal DH build, as far as the meta goes, because I have a quiver that means rapid fire has no channelling cost and another item that massively increases its damage. So my skill build is built entirely around that and Vengeance.

Exactly. Because you can change your build on the fly, you pretty much have to. In other ARPGs, it’s usually a real hassle to change skill/ability choices, or it’s not really possible at all. Here, it’s totally fluid, but the trade off is that the decisions are now focused on the intersection of the skills and gear, with both being freely changeable.

It makes for less defined and unique characters, but ultimately much less frustration. Your character, of whatever class, will go through many different forms as you level and move into endgame stuff, stabilizing only when you have the dialed-in meta configuration you want for max performance.

GR64 ~8min. Need to work on some survivability. Squishy if I miss a Bone Armour or Decrepify rotation…

Yeah, I’m in the GR50s now and killing power has never been an issue. It has always been the frequent one shots. Well, that and the ramp up. If I don’t have resource my defense goes down and the significant drop to my dps makes getting more resource much more difficult… I dropped my dps significantly for defenses and still the problem is dying, not killing.

I can’t for the life of me get a Taskers to drop, however, so the build isn’t yet functionally complete. Oh, and please, RNG, just one Ramaladni’s. Thanks.

I would love to do a hardcore character, but I’m so casual and careless in my play that I always manage to die in some completely unlikely situation that I can barely recognize how it happened. In my current non-hardcore playthrough of a necromancer, I had my first death in Act III (I like to play the full game when I return after a long hiatus) from a fallen maniac in the Keep Depths after not even noticing that my health was in jeopardy. Just bam I’m dead. Unforeseeable.

Then, by the time I’m maybe familiar enough with the game to know where to be cautious about dying, I get bored and stop playing again.