Check this build out:
It uses Javelin but its a really nice guide from early leveling to end game. Really smooth progression throughout the campaign.
Yeah this is somewhat irritating and now remembering back to beta and not liking it. Especially for the hub zone(s). I can deal with it on maps. Well, you can deal with it on both but hubs seem easy to lock.Having the zone completely reset whenever you leave will require some getting use to. Right now I find it borderline game breaking for me.
It is the worst gameplay decision they refuse to back down on to date. However, along with the loot filters it prevents the OCDs among us from going back to base to sell 485 times per zone.Having the zone completely reset whenever you leave will require some getting use to. Right now I find it borderline game breaking for me.
Monoliths and the end game dungeons. I rotate between the two to keep it less monotonous. Progress through the monoliths until you unlock the three in the middle to unlock Empowered monoliths. Then you raise the corruption in those which is leveling them up for better items.Well THIS got a lot better. Wow.
I can't find a flaw outside the boring ass campaign, and the shit way the make you earn the right to use the AH.
Once you finish the campaign what should you be doing. Just grinding monoliths for the best chance at loot?
How I raise the level of the monoliths?
All the zones are relatively small.Having the zone completely reset whenever you leave will require some getting use to. Right now I find it borderline game breaking for me.
Campaign is pretty straight forward and even offers map indicators of which way to progress in the zone to find the objective, ao there is minimal running around every nook and cranny looking for the elusive quest item.
The campaign is basically only there to start teaching you basic mechanics and that's it. The devs have stated they want to funnel people into end game loops without any kind of big time sink.
truthfully, procedural content and "infinite" scaling are not very interesting things. Procedural content doesn't keep things "fresh" it just kind of kills any identity any certain mechanics might have and infinite scaling is just kind of confusing because players aren't entirely sure where they "should" be on the difficulty ladder.