Originally Posted by Ryvian
Well I like it for one. It encourages running a whole act instead of Baal runs or Meph runs lasting a few minutes each.
It depends on level design and distribution of drop chances and difficulty. Keeping in mind one of D2, sweeping locations right before the boss (you'll have to do this anyways since there's no more 0 CD teleport) to stack buff, get the boss, then restart and repeat still sounds more effective than derping through white trash and occassional quasi-bosses for 30 minutes, with buffs or not. But yeah, as I've said, it depends on numbers and geography.
Also my opinion on drop chances stays: it should be challenging to get gear, but IMO it should be challenging in terms of beating encounters, not playing a lottery for 9000 times, doing the same boring runs. Sure, you can't stall the plot progress with hard-to-beat act bosses just because they are supposed to drop better loot, but that's why we have optional encounters (like Uber bosses content from D2; the last one, pandemonium, is "how it's done" material IMO, except maybe the fact that it was an instance run for just one, very specific, piece of gear).
That's the reason I stronly dislike +mf gear. I want to fight challenging monsters, not drop chances ffs.
In D2 the situation with that was quite bad, chasm between playing for fun and playing for in-game reward was huuuuuuge. Of course, gathering gear is quite fun, but it's a hard choice between two kinds of fun, with one of them being so dependant on "playing the game as if it was your job" factor. More precise, it's the character customisation that is fun, including getting specific items, not just struggling to get those items.
It's important to see your hero's performance when you get something new to see any satisfaction though, but no, using new items used to result in wasting valuable +mf slot... If that doesn't sound retarded (while being the truth), I don't know what does.