
The repetition of the story mode, in increasing difficulty, is something games have moved away from.

A few were great while leveling (if you could buy them, anyway, since you had zero chance of collecting the whole thing before your level outpaced the gear) but most were simply garbage.Īnd lastly, the core gameplay is simply. Outside of being obnoxiously rare, the set bonuses were often so weak they weren't worth replacing other uniques with. It goes without saying, but D2 sets were also a shitshow. There's a wider variety of loot actively used in D3's endgame than there ever was in D2, and D3's designing legendary effects to shore up some weaknesses or add some utility to set-boosted builds is a great one. Gear was such a mess as well - some pieces were so hilariously overpowered that nearly every build used them (like Enigma). However, if they stick it out and endure the shitty low levels, the gear you eventually get makes casting viable without hooking up an IV drip of mana pots. And energy itself was a poorly-designed trap - beginning players would feel that their mana regen is so poor and their mana pool so small, they have to invest in energy as a stat in order to become better spellcasters. The overwhelming majority of builds simply used enough str/dex to equip your BiS pieces, 0 in energy, everything else into vit.

Stat points in d2 always seems to get brought up as a way it was "deeper" than d3, but it. There are more endgame-viable builds in d3 than d2 ever had, and they play vastly differently too. Many skills are unusably bad (and there weren't that many to begin with), and most gear is a random hodgepodge of shit that most builds never used.

D2 is lauded as the best of the best, but even that game is chock full of illusion of choice traps (like the stat point system) and hilariously poor balance and design. The genre evolved a ton between then and now, and for the most part those games are simply too old to be updated in any meaningful way.
