But you have a shared stash, so it’s less necessary to group to ensure you start with something next time.
This was mostly my experience in D2, but D3 smoothed the spikes and gave you ways to avoid death from single moments of bad luck, which makes the experience overall better. Still, I ended up abandoning because I went through a stretch of really sketchy internet at my house and just didn’t want to risk the character against any interesting opponents.
Hmm, I didn’t run into any of these, just the borders out of the zone we were allowed in, which you could run past but then it would warn you to return to the other zone. I can’t say for sure, but it seemed like the consensus from a lot of the commentary I’ve seen is that you will have access to the other zones right away (at least the ones bordering fractured peaks). You will certainly have far more space to play in at the start than you did in D2 or in D3 prior to adventure mode.
Which is exactly my point about the levelling in D3 always being the same because you aren’t crafting a character, you are going through the motions to get to the endgame.
Well again, this is because leveling to max level is trivial in D3 so there’s no point in doing anything at all along the way except being out there killing stuff to earn XP as fast as possible.
Of course you don’t want to level two D3 rogues in the same season, because you would be doing literally the same things with the same skills and getting loot that meant nothing to the “real” game, which starts at lvl 70. What I’m arguing is that I want the game to be built in a way that (a) makes getting to max level a significant part of the achievement of a season (not the whole thing, but more than half), (b) makes leveling an alt fun whether you change classes or not, and (c) produces unique characters at the end of the journey.
With completely free respecs, D4 characters would only be distinguished by the appearance choices you made when you rolled them up (and the name). With obscenely expensive respecs, each point you spent would feel like a massive decision that you had to delay and allocate only when you were sure you needed it (or else follow a build guide). It seems like a happy medium between the two makes it hard to completely change your skills on a whim but easy to correct mistakes or optimize a few points that have become obsolete.
To go back to our earlier example, if you wanted to be able to play as a stabber or an archer at the drop of a hat, then you’d need to maintain two rogues. But you wouldn’t have to level both in the same season - there’s no season journey reason why you have to be able to switch all your skills on a whim. If you like your archer from season 1, they will still be around when you’re playing your season 6 stabber and you can just swap back to them for all your archer gameplay needs. And when you are done with each season, you’ll have a unique character you might actually care about.
Players can both easily try out and fix characters in D4 as well as having to commit to a build by the late game. All the skills are available once you have 34 skill points to spend (which might be possible at level 25 with alts), when respecs are still quite cheap. So the only kind of “try out” you can’t easily do is swapping from one max-level build to another to see if it lets you defeat the top tier content. But of course, that would be true because of gear anyway. So really, all the system they have is doing is asking you to level two characters if you want to swap back and forth between two different playstyles.
The important thing is that the content needs to be balanced against what players can do. If it is balanced against free respecs, that has consequences that make for a worse game for players who avoid respeccing. So it isn’t as simple as just saying, “choose not to!” Maybe what you want is a creative mode where you can swap your character around to try out whatever, so that normal mode characters can have some uniqueness.