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I'm not sure how that could have been accomplished because, in a blind playthrough, you don't find out until the final battle that your allies will provide you with a bunch of fun buffs and summons. Still, giving the player a heads up on the tangible benefit of those allies would have gone miles towards making the questing in Act 3 more meaningful and important.
edit: right now, Im close to begin act 2. or I ought to be.
Wow, some serious hidden content that millions of others must've missed.
But to OP: Yeah, I get a bit of act 3 fatigue every time. I think part of it is because act 2 is set in a dead and mostly empty land and then you're hit in the face with all this vibrant colors and people, sounds and things to do everywhere.
It overwhelms you.
I just take a break and then start by doing one quest and before I know it I'm back in the swing of things and all of a sudden it's 2 in the morning already, again.
It's less open world and more like a ton of quests packed very tightly together and it's hard to grasp how it's all structured, you just run into stuff all the time with zero breaks. It's a lot.
But people who feel the need to complete everything are going to struggle in Act 3.
Also, you stop getting that "level up" rush, which can make people feel like they are slogging around for no reason. (Because, kind of, they are! Really, why are you saving some kid from a hag or worrying about newspaper headlines or whatever when you could be saving or conquering the world?)
You can do a lot of good things if you want, and isn't that more important than just "emptying your quest log"?
If you are role-playing a selfish jerk, then that's cool. Do so. But if you are role-playing a hero, you have lots of heroic stuff you can do.