Seasons 1 and 2 were already in the works, and the community was invited to contribute ideas, with the promise that Season 3 would be subject to evaluation. However, from my perspective, it appears that there is a lack of understanding or direction in your decision-making.

The absence of communication between teams at various levels is glaringly evident. Season 3 regresses to familiar elements:

  • Pedestals and Fetch Quests: The return from 2 to 4 of these elements is perplexing.
  • Massive Progress Blocks: Impeding progress excessively hinders the overall gaming experience.
  • Lack of XP in Final Room: The exclusion of XP from the final room undermines the central focus of the game’s content.
  • Intermission Room with No Rewards: The intermission room devoid of loot(Diablo 4 items and gold) or XP is a disappointing oversight.
  • Malfunctioning Horse: The inadequacy of the horse’s functionality adds to the list of issues.
  • Increased Stunlocks: The addition of more stunlocks, particularly in scenarios like clicking on the pedestal amid elemental hazards, raises concerns about design choices.
  • Shift from Monster Kills to Traps: The replacement of monster kills with a tedious avoid-traps minigame is an unwelcome alteration.
  • Identical Dungeons: The repetition of identical dungeons diminishes the diversity and appeal of the game world.
  • Reduced Dungeon Density: The apparent decrease in dungeon density suggests a possible oversight or a step backward in development.
  • Excessive Grind for Pet Leveling: The arduous process of leveling up a seemingly inconsequential pet, especially when considering its repetition on alts, diminishes replayability.
  • Overuse of Traps: The excessive placement of traps in dungeons contradicts prior feedback and disrupts the gaming experience.

It seems questionable whether these changes were thoroughly tested, particularly from a melee perspective in the final room. The current setup appears far from what players might have envisioned.

Furthermore, the failure to deliver on promised features, such as ladders, is a considerable letdown. The prolonged duration required for what seems like minor adjustments raises questions about the efficiency of the development process. The once-magical touch associated with Blizzard seems to have waned, and the team needs to adapt to the changing landscape.

While drawing inspiration from other games is acceptable, it is crucial to avoid incorporating the least favorable aspects and exacerbating them. The six-month development timeline for Season 3 prompts concerns about decision-making and execution.

Establishing a selected Public Test Realm (PTR) could be a proactive step to gather feedback before the official release, preventing the need for continuous troubleshooting post-launch. If decisions are driven by individuals who lack a comprehensive understanding, it might be worthwhile to reassess leadership and decision-making processes.

The absence of fundamental elements like basic itemization, group finder, and loot finder after nine months raises doubts about the development team’s priorities. Focusing an entire season on pet builds that don’t function adds to the frustration of the player base.

In conclusion, there is a palpable sense of disappointment among players who feel unheard. Acknowledging player feedback, considering the player base’s desires, and adapting accordingly are essential steps to prevent further erosion of the game’s appeal. The success of the game is intrinsically tied to the satisfaction of those who contribute to its success – the players.