The story was kinda shit. Anytime Mephisto was directly involved it was cool, all the rest of the time it was a boring drag that felt like busywork without any coherent direction or compelling characters. Nothing made me care about Eru, the spirits, or Akarat - it was all just plopped down and decreed to be of import, without actually organically developing that importance through the narrative. In fact the entire premise felt artificial. Why did Neyrelle go to Nahantu? What was her plan? The whole idea of leaving the stone with Akarat was something we came up with after following Neyrelle - but why was Neyrelle going there to begin with? Mephisto cleverly manipulating her into bringing him to Akarat? That's such a reach. And it's not how you write "clever manipulation". Clever doesn't mean just going "haha, but you see, it was my plan all along!" after a string of plot coincidences. That's the laziest of lazy writing, and a clear sign that the writers are suffering from characters-can-only-be-as-smart-as-their-writers limitations.
I don't particularly mind the cliffhanger ending if there's something they're doing with it - rather than just having run out of time, or something. What I mind instead is that the whole idea of some kind of evil Jesus feels a bit...on the nose. What, exactly, is Mephisto going to do with that? Do they just want to replay his whole shtick of corrupting the faith, like he did with Zakarum before? Or what? I feel like this is something Blizzard seems to be suffering from in general, across their games: they are too in love with the idea of mystery for mystery's sake. All their plots are devoid of goals or endgames, they are just giant teasers for nondescript, vague, ominous threats at some point in the future. All we've got is "evil demon gonna do evil things!" - and it's REALLY hard to get excited for that because it's just such a general, empty threat. Oh no, one of the Prime Evils is going to something sinister you say? THAT IS SUCH A SURPRISE. Heck for all the flat affect of Diablo 3's story, at least we had some concrete events - Diablo becoming a unified evil and attacking the High Heavens directly, or Malthael trying to purge all demonic essence from Sanctuary even if it kills humanity. Clear, direct goals - which makes for clear, relatable plots. None of the ohoho what's the next move going to be that no one saw or predicted or had any idea about?! Fuck that is annoying when it comes to narratives, because it feels like you're being led on as a reader/player. Without direction, you can't evaluate actions - which means you feel like nothing you do matters because it'll all be usurped by the 4D-chess narrative anyway. You can't develop emotional attachment to anything in the story because you have no idea what's going on or where things are taking you. All you get is some kind of meta-reassurance that you're the good guys so surely anything you do must be alright in the end. Boring as FUCK.
And then there's the whole thing with the Burned Knights which feels completely superfluous and irrelevant. Did they add that just to redeem Prava somehow? To find a scapegoat faction in the Cathedral that we can off and then get back to neutral with that faction for future stories? Did they just need some ostensible impetus for Neyrelle to be on the run? Her being compelled by the soulstone and her choice at the end of D4 wasn't enough, or something? Or was this just a case of "we want to use knight models for enemies, work them in somehow" top-down narrative design? This whole thing didn't go anywhere, didn't do anything, and didn't bring anything of substance or note to the story.
Anyway...
The gameplay is fine. Nothing's massively different, but lots of small changes that make things better. Gear simplified, difficulties more distinct, more endgame activities. Fine. All okay. Forced multiplayer is a giant fuck-you that I'll never engage with, but considering the drop rate of those temper-reset scrolls so far I also won't have to so it's whatever. Masterworking is still an infuriating RNG fiesta, but the materials are easier to farm. Kurast Undercity I can't really evaluate yet because it's locked my game TWICE so far (character doesn't load in after taking a portal, dungeon is there, mercenary is there, player character never appears and game can't progress) so I'll have to wait until they fix it. But it seems like a somewhat unexciting mode because it really is very simplistic and exists purely for them to test out customizable drops. Which is great as a reward system, just unfortunately tied to what looks like not-the-greatest gameplay. NMDs are a complete dud now - who'd ever do them? Pit seems fine, but until I get to the very high levels and see if it's still 2 minutes trash 10 minutes boss (which would suck donkey cock) I can't say if it's an improvement or not. The glyph leveling does seem better, though. Ironically, I'm having the most fun with the Infernal Hordes - which is probably a bad sign. The season theme is complete trash. Fighting the Realmwalker isn't fun. Doing the Portal dungeon isn't fun. The rewards feel like a joke. Oh great an elixir for the occasional extra drop? Fuck off.
Spiritborn is kinda... eh. It's a Monk with almost offensively exoticized flavor. None of that flavor feels organic or genuine - the height of cultural appropriation, some Western games company looking for "exotic" cultures to mine and randomly assembling something vaguely Mesoamerican-slash-African that they slap the "spirit" label on like it's a bad South Park episode. Let's call it "doing an Ubisoft". Vomit. I'd love for some GENUINE cultural exploration, but this ain't it. This is appropriation. Mechanically, the class is fine. Because Monk was fine. Yeah some tuning issues but whatever, it's the fresh new hotness I'm okay with it being OP. Better than being underpowered or boring. I feel they missed the mark on mechanical identity, but maybe they'll evolve it a bit in the future. But I mean, come on - this is just a Monk. Really, that's just what it is.
My main is, of course, a Sorc (as it has been since Diablo 1) and I'm quite happy with how that works - though it's mostly because it works like it always does. So maybe I shouldn't be happy with that, even though I enjoy it. I kinda hope someone will discover an out-there build that's novel and interesting, but until then I'll happily spam my Lightning Spears and do Infernal Hordes all day like I did in S5. Yay. I'm sure I'll have fun until the end of the weekend, and then I'll shelve the game until next season. And I sure as Hell am not going to ever play that campaign again or ever remember any of it save the Big Dog. Which was cool. THAT was a boss. THAT was Diablo flavor. Hope to see it as an Uber soon.
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I'm not sure I understand what your problem is.
How are you "hitting a wall"? You get a chunk of 750 gear, slap on some aspects and do a few tempers, and then go into Torment 1 and start grinding on the ancestrals. Why would you... not go to Torment? T1 is super accessible, you can do it practically immediately after hitting max.
As for the activities... well the whole point, kinda, is that you can do whatever you want. The Pit is the only special thing, really, since that gives you something unique (glyph XP). Everything else is just grinding gear in various forms and through various activities. Do the ones you like. Don't do the ones you don't like. Kill demons get gear - the Diablo formula. That's how it's always been, at the core.