Chromecast with Google TV - A Quick Review

I’ve been trying out new Chromecasts for years in the hope that one year, Google might make a device that works for my use case. And in 2020, Google finally released one that did - the Chromecast with Google TV.

My Use Case

My use case is fairly simple - I wanted a device to connect to my secondary monitor which I could control with a remote control which was also able to stream media (in various formats) from my NAS device. Previously, Chromecasts would require an in-between phone or other device to pass media to the Chromecast - it was effectively a dumb wireless receiver. I always found this passable but its reliance on the phone always made it less convenient to me compared to an Apple TV, which stood on its own.

The Chromecast with Google TV changes this - it is a (nearly) full-fledged Android device like the Apple TV, with the ability to install apps and run completely independently of a phone - which means it has its own remote. It also costs a fraction that an Apple TV does.

The Good

There’s a lot of good things to say about the new Chromecast. It’s small - fits behind your television, monitor, wherever it needs to be. It would be good if it came with an extension cable, or an Ethernet port built into the power adapter (like the Chromecast Ultra), but it packs a lot of utility. It is slightly longer and wider than its round predecessors.

It has a USB-C port - which doesn’t sound like much, but you can connect a USB-C multiport adapter to it (like those widely available for use with modern laptops) and use it to connect webcams, an Ethernet cable, USB drives, and more.

It works amazingly - no real lags, a real BACK button (unlike the Apple TV’s dual purpose button) which means you never exit out to the home screen when you don’t mean to. You can install apps to cover any shortfalls, VLC and PLEX both run great on the Chromecast.

Because of my existing setup, I don’t have to run an extra power adapter - it only needs a USB-C cable into the multiport adapter for power. No figure-8 cable, freeing another socket on my powerboard.

It also supports… volume control! Unlike the Apple TV which just assumes it will be connected to a television with its own volume control, the Chromecast gives you the option to control its audio volume by itself! It isn’t as good with normalizing the audio, however - so you will be pressing the audio up/down buttons a fair bit, especially between different apps (and Youtube channels sometimes.)

The Bad

The Wi-Fi reception is horrible. Even a mere 5 meters away from a good wireless access point (I have an Ubiquiti Unifi setup now), it was dropping connections when playing 1080p video from the NAS. It’s fortunate that I have a way to wire it up via Ethernet, or it would be unusable.

The remote is a slippery mess. It’s a semi-circle and rounded so that unless you are gripping both the top and the bottom of the remote, you are probably going to have it slip out of your hands at some point. It’s not a massive challenge, but you’ll know very quickly when you are “holding it wrong”. I love the back button, but I wish the two app buttons weren’t hard-coded to YouTube and Netflix - there are ways to remap this by installing Android software, but I wish this was just built in.

Software reliability is a bit of a question mark. After about 1-2 months with it, it gave me the equivalent of a BSOD and complained about data corruption. It is also at this time that I learned the remote doesn’t work to resolve this problem, and you will need to press a button on the rear of the Chromecast unit (apparently, connecting a keyboard directly to USB-C may also work.)

Given the ability to install apps, I wish there was more of an app drawer rather than just forcing me into their “content” experience. The default app drawer goes up to 12 apps, which you max out fairly quickly in Australia if you install all the free-to-air TV apps as well as those for the multiple streaming services.

Conclusion

Fundamentally, it has a big flaw - poor Wi-Fi reception. If you can put the Chromecast in a good location for Wi-Fi or wire it straight to your LAN, it is an excellent replacement for an Apple TV or even the older Chromecasts given it is a straight-up improvement in every way. If you need to put it behind your television where it will be shielded from Wi-Fi reception and can’t pull an Ethernet cable to it, you probably need to look elsewhere.

Warframe - Kuva Liches, Railjack and Scarlet Spear

After a few months of not playing much Warframe, I’ve gone back to this old haunt after having taking a bit of a jaunt through Path of Exile and Diablo III again. It’s really quite remarkable how sticky these PvE games are for me - I think there’s a bit of the power fantasy that appeals to me.

Warframe has been through a few poorly received updates recently - generally this has been the addition of the Kuva Lich system, Railjack and then most recently, the Scarlet Spear event.

Kuva Liches

Fortunately, I did not engage the original version of this system - which involved several layers of RNG, a little bit of fantasy-shattering and many hours of grind through everything. They have since reworked this slightly allow us to better farm specific weapons - given that defeating a Kuva Lich is a 2-4 hour investment.

The rework probably helped get farming times for a specific weapon down to similar times to a prime weapon in Warframe, this is pretty good. However, a few gripes remain:

  • Having a Kuva Lich active is quite annoying, and making ones means committing the 2-4 hours to defeating them.

  • Kuva Lich appearances are RNG: as an endgame ready player, I want them to show up all the time because I want more murmur progress.

  • Getting lucky with requiem guesses can really cut the time required significantly. I got really unlucky with my first Lich and needed to pretty much farm out every single murmur which I think got me close to the upper end of 5 hours (combined with my inexperience as to which missions are efficient for farming murmurs. And then I had one run where I got lucky with two guesses, which quickly led my Kuva Lich to being defeated in under 2 hours.

  • Kuva Lich scaling definitely feels wonky - a Level 1 lich is a pushover, while a Level 5 lich is a total bullet sponge - what’s the hell is going on here?! I’m guessing they are trying to enable newer players to avoid fighting the Liches altogether, but if they are a new player I think they’re honestly more likely to create a Lich that’s too powerful for them to fight, not knowing the mechanics in the first place.

  • Farming up Requiem mods honestly just feels bad - it took me close to 10 hours to farm up every Requiem mod to start with, the rewards while farming them are honestly terrible if you don’t get the mod. I think there’s an argument to be made here for giving you a set of Requiem mods to start with (maybe they cover one use) so you don’t have to do as much farming just to begin engaging with the content.

I do like valence fusion - it gives us a good reason to continue engaging with the system.

Railjack

Railjack has its moments, but there are so many terrible moments it honestly is very unfun, especially compared to the standard Warframe gameplay loop, especially for endgame players.

  • Archwing feels like crap - it takes forever to get anywhere in an Archwing, it’s difficult to actually hit anything without Amesha’s Warding Grace. Your hitscan weapons are no longer hitscan. It just feels bad to have invested any time into Archwing and find that it is somewhat gimped in the new game mode which feels like another natural home for Archwing.

  • A lot of Quality-of-Life inherent to playing Railjack is hidden behind grinding Intrinsics. In addition, some of these “abilities” honestly feel necessary for Railjack to not feel like a kludge - this means you are grinding a fair bit to even get the game mode playable.

  • You have to grind for Avionics (mod) capacity - in addition to the Avionics.

  • Why does everything need Titanium and Asterite?!

I really like the idea of parts, but honestly having both a Mk0 to Mk3 scale as well as the “3 houses” for components feels excessive for something like Warframe - especially since presumably that as the mode grows, so will the number of weapons, railjack parts and everything else. (And unfortunately, yes, there is a single best part, so I’m not sure this system really helped since the build / repair costs aren’t different between the three houses anyway. This just feels like shallow depth - probably an attempt to hide the fact that there are really only 6 railjack weapons.

(Recently, it’s been reworked to be a lot more fun to play - at least with an endgame railjack and archwing. If you are still flying around in a paper airplane however, it’s going to take a while before the mode feels fun.)

Honestly, by far my biggest complaint with this mode is just how buggy it can be and how lacking we are in terms of options to fix the brokenness. So far, I’ve run into:

  • Being teleported outside the ship by entering a railjack turret, and then being unable to go back and even locking my teammates out of leaving the mission.

  • You can somehow get into a state where leaving crewships puts you in the middle of nowhere and you have to teleport back (if you even have that option) to the railjack.

  • You can still end up in the wrong mode (Archwing mode within a ship, on-foot mode within space) switching between areas.

  • The Omni fixes a lot of these issues if you are off the railjack, but if you are on it (or the game thinks you are on it,) you are probably SOL.

  • Sometimes you don’t get your player camera back after cinematic sequences (entering and exiting ships, usually) - I’ve had cameras stuck in the darkness, cameras stuck on the floor, cameras in god knows where, and nothing I could do would fix it. The game would literally be unplayable outside of Archwing in this case.

We used to have /unstuck for these, but as time has passed and the game got more complicated over the many years, the command never really got updated to actually get us out of sticky situations and it’s particularly noticeable in Railjack, being a new mode with tons of bugs.

Scarlet Spear

Honestly, the biggest issue with this event were the bugs. Once all of these were fixed together with the near-doubling of points gain, the event felt very okay to grind.

  • The ground part of the mission was OK - there was a trade-off that you needed to make between having a good way to deal with a lot of enemies and the single-target damage to the Condrix. This actually made me revisit my loadouts and build out a new set up for the mission. It also meant that each additional different utility Warframe in the mission made a massive difference - with Limbo being the standout for enabling people to essentially carry the entire team to full completion.

  • The space part was always plagued with issues - people not getting kill codes required to progress the mission. Railjack was always problematic when you dropped any packets, and de-sync issues got exponentially worse when you got into a second game with the same host. I think what would have been great here was a way to check the ground-to-space mission ratios while in mission. Once a lot of the connection bugs were fixed, many times we found that the actual issue was that there were way more space teams than ground teams.

  • It would’ve also been good to not lock bonus points to the best total score of either half - this gave players a massive disincentive to when they found that they already spent 40 minutes in a space mission and then would ideally switch to ground to help send more kill codes.

  • The space mission was significantly more boring - it was essentially old school defense, but with very annoying Sentient enemies. I suspect there was going to be a bigger Railjack / space battle element to this, but currently level 110 enemies are nigh unkillable in Railjack, which made this untenable - I’m guessing the next time this event returns, this will no longer be a problem (being either that Railjack will now have weapons that scale to be able to fight level 100 enemies or that said enemies will become more killable by current enemies.)

  • Frost needs a rework to keep up with Gara and Limbo. Seriously.

  • Defense targets should have scaling health. Having a mission get to the point there the defense target cannot be hit even once is ridiculous.

Rewards were… very good. Essentially this event gave us a full sets of any Arcanes of your choice - adding a lot of new options and powers to our Warframes. (I strongly suspect all this means is that the energy economy will just be thoroughly broken via Arcane Energize though.)

Other Miscellaneous Things

  • Some guns need to be redesigned for knockback in mind (or have knockback removed) - there are some short range weapons like Staticor which are just unusable now because they weren’t designed with knockback in mind - short range + knockback is a terrible design.

  • There are definitely frames that require a rework or rebalancing - a lot of Warframes don’t really work or aren’t any fun to play any more - Nyx and Ash come to mind.

Warframe - Fortuna

Digital Extremes released its next “open-world” portion of Warframe recently, following on the success it has seen with Plains of Eidolon. It gives us a ton of new content to go through and a lot of new resources to farm.


One thing nice about Fortuna is that it has fewer layers of tool upgrades to go through - you can buy the best mining and fishing gear fairly early. If I’m not mistaken, the top mining tool is available immediately and the best fishing spear is available one tier up.


Fortuna also introduced a new warframe: Garuda. However, while you can acquire the necessary blueprints fairly quickly, some of the crafting ingredients are locked behind the 4th tier of resources. While I can understand wanting to make the treadmill longer, I think it would’ve been less painful if the blueprints themselves didn’t come that quickly. Instead, we’re treating to the situation of having the blueprints, but not being able to use them!


This brings up another pain point - Toroids. I have a very strong suspicion Toroids were meant as a reward from mission type that has not been implemented yet. When the patch launched, acquiring these was painful - now it is slightly less painful, but as a long-time player with scarce time, I do not appreciate having to farm long periods of time through what seems like an opaque method for what appears to be a fairly rare resource. (Still better than the Wisp situation in Cetus, where farming that was tied to something that isn’t the core gameplay loop of Warframe.) I’m assuming that these will become fairly common once Orb fights are implemented (or whatever mission type was intended to be the main acquisition method for Toroids.)


You get the K-Drive (hover boards!) nearly at the end of the Fortuna introductory quests - it would have been nice to have this earlier, but I definitely appreciate getting it as part of the quest and so early in contrast to Plains of Eidolon where if I recall, it was a consumable you needed to buy a blueprint for (which left many of us wondering how the heck they intended for us to traverse the massive Plains.) The only real pity is that Archwing is so much better for getting around, which leads to us having to give in to peer pressure when getting around missions. Hopefully, when they add new missions to Fortuna, there will be more places where the K-Drive is the best option.


The new Bounties interface introduced in this patch is also great - it’s really quick to navigate and the rewards and difficulty are much more immediately obvious.
Hopefully, they rework Plains of Eidolon’s progression to be similarly friendly - it’s great to not have to worry about several different spears. (The mining gun progression is fine though, in my opinion.)


Bonds are a weird resource - you have to run very specific bounties for certain bonds to sacrifice for moving up the levels of standing. It is highly appreciated, however, that the bonds are completely worthless once you have enough of them - they are still useful for standing and standing is at the very least always useful for buying mechanical fish bait.


Poor Legs. :(

Simplifying Path of Exile

Path of Exile is a deep game with many layers of complexity - as is natural for a long running free-to-play game. Warframe also has many systems layered upon one another competing for attention.

Skill Tree

The Path of Exile skill tree is a terrifying beast for new players - it isn’t after screwing up your first build and finding a few better examples that you finally understand what you are doing.

While I think it is part of their philosophy that it remains a large tangled web of both useful as well as less valuable nodes, the fact that it is difficult to weigh passive trees in-game is quite annoying. (We now have third party tools that attempt to help with this - Path of Building is legendary in the community for being a helpful build planning tool.)

There are probably a couple of avenues for making this more palatable. One options is that instead of having more nodes, perhaps nodes should be consolidated - costing more points, but having a larger total impact. This wouldn’t necessarily reduce the complexity or the difficulty of planning out a tree, but it would probably make it more obvious to a player which nodes to aim for. There isn’t really as much subtlety to skill point assignment as the tree would otherwise suggest - it’s really mostly picking out as many of the desired larger groups of nodes, and then picking up as many sockets in the tree as possible.

The other is probably having an in-game guide - this wouldn’t simplify the tree overall, but it would definitely be a huge quality-of-life improvement since players no longer need to constantly leave the game in order to refer to their planned build. I don’t think this would be a good use of developer time, however, as I believe most of their most devoted players would have very little issue memorizing massive amounts of the tree.

Combining Currency

Path of Exile has a lot of types of currency. I think there is room for consolidation of some of these types of currency without causing too much trouble in the economy while reducing the number of currency drops and inventory we need to manage.

Blacksmith’s Whetstone + Armourer’s Scrap

This is fairly straightforward - I’m not sure why these two items are separated other than modifying how we acquire them from recipes - they are pretty much used for the same purpose (upgrading quality on armour and weapons) and drop fairly often in reasonable quantities.

Remove Scroll Fragments and Scroll of Wisdom

Scrolls of Wisdom forms a fairly important part of the early game - during this time you are mostly in a “Robinson Crusoe” or SSF economy, where you have to be self sufficient. This quickly just becomes unnecessary inventory management kludge as you get through the first two acts of the game and becomes quickly irrelevant busy work (except for Strongboxes.)

Scrolls of Wisdom make up a fair amount of the drops, and if we just replaced this with a way to identify rares and uniques in town and had a timer a la Diablo III’s legendary timer for Strongboxes, I think we could do away with this currency entirely.

As for replacing its role in early game, I think simply replacing it with Transmutation Shards or equivalent and adding a little bit of back-end complexity for vendors being able to give you change for full Orbs of Transmutation would be sufficient.

Remove Portal Scroll

Speaking of another item that drops often, the Portal Scroll is another prime candidate. We use it everywhere, the restriction on quantity is pretty much non-existent after the first act of the game. We could just remove this and add a portal button. This invalidates the Portal gem, but really I don’t think anyone will miss it. (And I’m sure we can think of other ways to acquire Vaal Breach.)

Orb of Transmutation + Orb of Alteration and Orb of Alchemy + Chaos Orb

I may be missing a back-end reason, some odd crafting trick or perhaps a very good economy reason of Orbs of Scouring, but these currencies do very similar things. Transmutations make a random Magic item, and Alterations just reroll the Magic item. Alchemies make a random Rare item and Chaos just rerolls the item.

We could just combine both and adjust the drop rates and currency sinks accordingly. The only flaw I could see with this is that this may affect the trading economy - Chaos Orbs are currently the currency of choice but I think a little inflation for reducing the amount of drops and other things you have to deal with is reasonable.

Orb of Scouring -> Crafting Table

Scouring items to turn them into normal (or remove prefixes and suffixes) is a fairly common crafting tactic - this could very easily just be built into the crafting table and cost different currency (like a Chaos Orb.)

This suggestion falls over where you would want to scour items while in a Map. For example, Orb of Scouring + Orb of Chance on a specific base or bases to get a specific unique while under the influence of a certain League. The next example is Strongboxes - you often scour it to save Engineer Orbs.

This is probably sufficiently important to maintain its existence. (I still wouldn’t mind seeing a reset to Normal Item option for crafting in the Crafting Table for us more casual crafters.)

Blessed Orb

I see Blessed Orb as a peculiar beast - it seems to have a very singular purpose, that is to be a Divine Orb with a more limited scope. Given that most passives rarely have a massive roll range and the power of this currency is extremely limited in my opinion, I think that it makes sense to remove this as a currency and move it to the crafting table (and cost an appropriate number of Chaos Orbs instead.)

Maps

However, I hope that in future they prioritize simplicity and fun. It would be great if they removed the key dangerous mods from the pool (reflect, no regeneration, no life leech) and then added an option to just have the map device automatically consume the required currency to craft the map for those of us who just want to run through maps mindlessly.

Currency Auction House

I think another thing that would be nice is a currency auction house. We already have currency trading bots, and these make trading for currency so much better. It would be great if every player could participate - while this would definitely create a slight drop in the value of rare currency (and probably a massive drop in the value of very common currency) it would be a massive quality-of-life improvement for all involved.

A big concern here is that people may choose to play the auction house and constantly be trying to find arbitrage opportunities - but people are already doing this and this is already a valid way to play. This would just even the playing ground between bots and humans.

Diablo III vs Path of Exile

I’ve been playing Path of Exile for a while now, and I think there’s some design differences that are worth discussing - one is not necessarily better than the other, and I think it’s very clear that some philosophies are very different.

Trading and Economy

The biggest and most obvious difference between Diablo III and Path of Exile is their approaches to trading and the economy in general.

Diablo III launched originally with an Auction House to allow players to quickly and easily put up to 10 items for sale, and then eventually added the ability to buy and sell items for real money as well. This system was met with much disdain, as players perceived that good item drops were made more difficult to acquire (than they would normally be without an Auction House.)

It then switched gears completely with the release of Reaper of Souls - Reaper of Souls essentially made every player have to find their own gear as gearing became moved to set items and legendaries (instead of rares or yellows) or whatever the group found while playing together. (In Path of Exile, this is known as SSF - Solo Self Found, which is essentially the mode where you make the conscious mode not to participate in the economy.)

Path of Exile has trading, but trading is made more difficult by requiring players to manually message each other and negotiate in order to complete trades. The developers, Grinding Gear Games, have made it clear that their philosophy is that trade should not be easy. Recently however, their position is probably being slightly challenged by the fact that currency bots are now dominating the currency trading market. This, in addition to constant community feedback that the market is too easily manipulated by people who are putting up price listings without a genuine desire to sell, may make eventually force their hand. It remains to be seen whether this will change in the future.

I am honestly very fond of trading. Even with the additional friction of having the message multiple people at times to get the item you want, it makes it very accessible to get specific pieces of gear as well as get currency to enable you to either craft or buy items that you need for your build. It is a shame that Diablo III no longer allows trading, but their solo self found philosophy has its merits - I know that all my gear is mostly earned myself and I get the benefit of playing the item slot machine myself, as opposed to Path of Exile, where it is often grinding out sufficient currency before being able to participate in the excitement of getting your own gear.

Levelling

Diablo III, with the introduction of Adventure Mode has allowed many options for levelling characters - you can play through the campaign, do bounties and rift in Adventure Mode, or alternatively, you can be power levelled by someone in a rift. Endgame begins the moment you hit level 70, it doesn’t matter how you get there.

Path of Exile has a much more opinionated approach - it forces you to play through the ten acts of its campaign before it allows you to even think about entering the endgame - Maps. Recently in Delve league, it has become possible to power level someone via low-level Delves (and having a lot of fuel.) However, as this system is changing in the next league, being Betrayal, it remains to be seen if this will be changing. (You will still need to kill the final boss to access maps, however.)

My preference is, of course, strongly for the ability to power level and play however you want - this suits me better as I have limited time to play, and can’t afford to spend 8 hours of more of my limited game time to level a new character.

Builds

Diablo III has a very simple build system - you gain skills as you level up for the class you have chosen, and if you enable Elective Mode, you can use any combination of 6 skills you want - usually this is in tandem with the set items you have. If you want to play a different build, all you have to do is find a new set of items that works for that build - then you can just click over and switch all your skills over.

Path of Exile has a much more complex system - a build consists of the class you’ve chosen, the subclass (Ascendancy) you’ve chosen, your passive skill tree pathing and the skill gems that you have. There are some builds which depend on having certain specific or unique items, but often these are either optional, or stepping stones on which before you advanced to much more powerful. I feel Path of Exile’s passive skill tree is definitely overly complex for what it does. It also makes your choices feel less impactful, as every point you put into the tree does very little by itself, although as a whole they stack up into a useful total.

Diablo III is clearly built to be more friendly to the casual player - there is very little customisation that you perform on your specific character, but on the other hand, you don’t have to keep creating new characters if it so happens that the skill you are building around requires a completely different setup (with the exception of being in a different class.) If you want to switch play styles from a Marauder Demon Hunter to an Unhallowed Essence build, you aren’t going through another 4 to 8 hour slog through story mode. On the other hand, every single person’s Marauder build is going to feel and play nearly the same. However, that’s not to say Path of Exile players will behave differently - there are still “meta” builds and you will often run into very identical looking builds while playing with others. (Poet’s Pen Inpulsa Elementalist anyone?)

The constant Path of Exile updates however, negate the feeling of all builds feeling the same - you can very often find something new to play, even if it may be slightly less efficient than the fastest or best build. I believe this is why Path of Exile is generally viewed to be the better game - it’s just updated more frequently. If Diablo III had updates at the same place, I’m sure it would be in a similar place as well. (Imagine a world where we constantly got new set items, new skills and new legendaries!)

Itemisation

Diablo III’s itemisation is definitely among the more disliked aspects of it - it hasn’t changed all that much since the original release. Smart Loot has made it behave much better, but it still follows the same basic tenets: you want Crit Chance and Crit Damage wherever you can get it (except for some builds which prioritised Cooldown Reduction) followed by as much main stat (Strength, Dexterity or Intelligence) as you can get. It is extremely simple to grasp - and it doesn't feel like you'll easily be lost in depth and complexity - you can very quickly get a grasp of what's best of your

Path of Exile’s itemisation appears to be better, but really it’s the same as when Diablo III’s original launch. Stats are random, there is no smart loot. However, you can trade for better items, but that’s something we will discuss later. As you get a lot of damage from your passive tree, your items are often confined to survival-oriented stats. Besides your build-enabling items or uniques, you are often chasing life and damage resistances. After that, then you begin to hunt down damage boosting items. There is definitely a better variety of damage boosting affixes, as different builds function differently from the code point of view, and therefore scale differently with different affixes. This is definitely deeper than just focusing on main stat, but the systems here are often far too opaque for my tastes and require too much research. For example, flat physical damage is highly desired for conversion builds over flat elemental damage due to it scaling better. “More” damage mods are better than “increased” damage mods, as “more” mods are more difficult to get than “increased” mods, which are abundant on your passive tree - so the rarer “more” mod generally gives you more damage per %.

Crafting

Diablo III really has very little crafting - you are either building a ready-made recipe from Haedrig, the blacksmith or you can gambling via the Kanai Cube. It's really not something you even think about in Diablo III. (There's augmentation, but can you really consider it crafting?)

Path of Exile really shines from an itemisation point of view due to crafting. While mods are random, they are constantly adding new and exciting ways to gamble currency on building amazing items, along with many ways to improve your chances of crafting your “dream” item. While a lot of aspects of crafting are random, many are not - Path of Exile’s crafting options go extremely deep. Especially with Delve’s crafting mechanics being added into the game as a core mechanic, you can now pretty much guarantee yourself a good chance of getting an item you can use if you go in with enough currency. (Mirror-level items, of course, require multiple mirrors of currency to craft, usually.)

Crafting mostly serves as an item sink - in this respect, I believe it is very difficult to top Path of Exile - the crafting options are numerous, the tactics and strategies for crafting items run deep and are overall, extremely fun to engage with during the overall item chase. However, it needs to be noted - this is hardly the core gameplay loop and it is completely understandable that this is not fun for a good percentage of Path of Exile players, who may choose to grind for currency instead. In Diablo III, you can only get items by running through more of the core loops.

Endgame

Diablo III has pretty much two choices for the endgame: Nephalem Rifts and Greater Rifts. You run Nephalem Rifts for gear and Greater Rifts for experience points (as well as levelling gems and augments.) Besides that, you don’t have much choice. It’s very simple, but I find it works very well - it’s a very quick way to immediately engage in the core gameplay loop: killing monsters.

Path of Exile definitely has more choice of the endgame. You can choosing to kill bosses - some of which are so hard a good percentage of the player base have never attempted them. You can choose to farm the Eternal Labyrinth (although I believe most people see this more as a transition phase.) You can also choose to not kill anything and work on trading and crafting instead - a perfectly viable option. However, if your intention is to kill monsters like most of the player base, you run maps. Maps are essentially like Nephalem Rifts, but you get to pick the tile set instead of it being completely random. You also get to craft maps - you can roll it with the desired mods, and you can also add certain properties using the “Map Device” to do things like add previous league mechanics, reroll the tile set that your map is on and so on. The options here are endless.

The endgame is really the meat of both games - it is where you will end up spending the most time playing, so it is extremely important. I prefer Diablo III’s Nephalem Rifts significantly - it is a much simpler system. I choose a difficulty, then I can just mindlessly kill monsters and pick up loot. Then, I switch to Greater Rifts to progress my gem levels and Paragon levels.

That’s not to say that Path of Exile’s endgame is bad - it’s just too much mandatory micromanagement. Path of Exile has map progression where you slowly work your way through the 16 tiers of maps as well as some unique maps. However, this system is complex and often frustrating. You often run into situations where it feels like you are running out of the maps at the tier you wish to run. You can’t always just put in a random map and run, as it could slow your Atlas (where your map progression is tracked) progress significantly. Before you run every map, you need to craft it and then check that it doesn’t have affixes that could be deadly to your specific build. On top of this, you may also have to choose a mod from the Map Device to stack on top to improve your map returns. (And while you are doing this, you are also organising hundreds of tiny Map items in your inventory and stash.)

All this very quickly stacks up to cost you hours in just micromanaging your tiny little Maps where you want to get back fairly quickly to the core gameplay loop. Some of this is in line with the developer’s philosophy - they want the game to be hard and they don’t want players to just play through it mindlessly.

Summary

This has been a fairly extensive rant, so let’s summarise my opinions:

  • Path of Exile’s crafting, trading and economy are amazing compared to Diablo III.

  • Builds and levelling is honestly a toss up - there are things I like about both.

  • Itemisation is a philosophical split - you either prefer the simpler approach Diablo III has taken, or you prefer the deeper options provided by Path of Exile.

  • Diablo III has a simpler rifting endgame that I believe Path of Exile could take some lessons from.

Overall, Path of Exile definitely demands more from the player compared to Diablo III, whether it comes to thinking about builds, time commitment, crafting or the endgame. That’s not to say it’s a difficult game - but you shouldn’t go in with the expectation that you will see everything. You should go in with the expectation that you will need to put effort towards seeing everything - and it will be rewarding.