vendredi 21 juillet 2017

Is grinding for loot really a good mechanic?

What does hiding legendaries behind a grindwall really do?

I'd understand if sets were behind challenge walls, but grind alone seems more like an archaic action rpg tradition only necessary when lacking sufficient content.

BTW, I enjoy Grim Dawn and think this aspect is good enough, especially with the viability of some less gear-dependent builds (retaliation warder), but I'm more arguing against the entire practice for action RPGs and loot-grinders in general.

Like, imagine if the entire markovian set was behind a fancy boss or area.

Or, imagine that once you hit level 80, you get one set from a special vendor.

I guess I'm just asking if there is actually value to keeping items behind a grind wall. I know it's tradition at this point, but is it merely a holdover from an archaic need to spoof content with randomness and time-sinking instead of having more "actual content"?

It's not a huge problem for Grim Dawn, I suppose. (It's really not a problem, considering crucible drops.) So, let's maybe open this up to the genre in general. As a huge contrast to get an idea for what I mean, consider Overwatch. It's the style of game where you can literally sit down on a fresh account and demonstrate any level of skill from the starting gate, with zero time-based barriers on your ability to express your skill.


Last edited by unampho; Today at 04:29 PM. Reason: clarification and additional information, typo

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Is grinding for loot really a good mechanic?

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