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4. I'm really torn on the endgame. TQ's strong suit was always the long campaign and what we call New Game+ today. It worked well in TQ.
5. What areas/maps are you refering to here? I found the base game (Anniversary without newer expansions) great in that regard. I think the annoying backtracking only occurred with the new expansions, most specifically Ragnarok. This is why I disabled Ragnarok for good and went back to playing Anniversary Edition + Atlantis. Atlantis only for the features, not the campaign. So when we are talking about the base game, I don't think any maps need shrinking.
I used to feel like we needed random maps like in D2/D3 for an ARPG to feel fun and interesting, but after playing TQ and Grim Dawn. I'll 100,000% take a handcrafted detailed map with lots of love and care put into it over a handful of tiles stitched together. D4s static map failed because it's just an empty canvas for the devs to put enemies in where Titan Quest and Grim Dawn the maps told stories (especially Grim Dawn)
Usually when I start TQ game, I tell to myself. "Now I'm gonna explore everything. All of the caves and stuff. But that's the feeling for about 2 areas:) Then inevitably I'm going to rush.
And random maps, I don't mind spending more time in game+ to explore them, As for repetition.., well I feel devs are most creative in starting areas, Later it gets generic this way or another:)