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How is limited farming spots played at a slower cautious rate "less monotonous?"
This is exactly what I don't understand about HC in an ARPG, its boring as hell compared to playing fast and taking chances.
Hardcore is all about avoiding challenges whenever possible because of the perma-death.
How are you "taking chances" with a character that's immortal? Where is the satisfaction in getting anywhere in the game, much less beating it, when you character can't really die - it just gets knocked out and teleported back to town. It's very simillar to playing with a cheat mode turned on, and to me, that's about as boring as you can get.
You can't really take any chances if you're not risking anything. And the more you risk, the more exciting it is. In ARPS, to me, Hardcore feels like the "real" game, and softcore feels like the training mode.
SoT demonstrates chances done right. What you're talking is a system of deep punishment up and over not accomplishing something, which might be "exiting and real" to you, but its still just playing a video game at a snails pace. Playing cautiously at a snails pace is about as boring as you can get to me.
Your character is also "immortal" in HC over this game in the same exact way as you ALWAYS have enough time to pause and exit the game thus avoiding the death. So its not even real HC anyway like it was in D2 closed bnet where it could keep your character locked in a game long enough for your character to die even if you did try to avoid it by leaving. You even praised that difference in your very own thread "As a Hardcore player." So I guess you really prefer softcore-hardcore AKA artifical epeen.
GD hardcore comes with the same consequence as softcore, not accomplishing something when you fail. The only difference is in HC you have to start over from the begining of a dungeon, whoop dee doo.
Hmm,i play for the action not the story anyway ;-D