> What Blizzard wanted to avoid is having 4/5ths of the map no longer relevant because you're so far above the area level that you no longer get usable XP, loot or gold. In D3 there wasn't much to do at the high end other than run rifts.
Alternatively, they could have:
1. Distributed high-level dungeons across the map
2. Unlocked high-level quests across the map
They have an open world with dungeons and "caves", and an open world quest system; they could've leveraged that to get high level players to return.
Alternatively, they could have:
1. Distributed high-level dungeons across the map
2. Unlocked high-level quests across the map
They have an open world with dungeons and "caves", and an open world quest system; they could've leveraged that to get high level players to return.