I think Diablo3 is a good example of that because you don't change your moveset unless you get a new legendary modifier or set bonus focused on it, so you're just working on damage numbers while repeating the same rotation.
Yeah, ultimately - Diablo 3 had its limitations. Too shallow in terms of mechanics - but the core gameplay is fantastic.
Warframe is quite different to D3 in that the damage on weapons doesn't vary that greatly but the gameplay on the weapons tries to. There's hitscan assault rifles, slow moving plasma or rocket shots, any FPS gameplay you can think of. However, they do take 3 days real time to build so being a noob in warframe can get pretty stale, even if it is a little better these days since they added a bunch of new noob weapons and changed the item progression with new rank requirements for everything.
Oh, I love the mechanics of Warframe - and I like the identity of the weapons. My problem is the content - not the mechanics.
Of course, I also despise the pointless grind in Warframe - where you have to actually work for hours to get the "class" you prefer to play, though I know that's not their intended design. That's just how it works out for me.
I haven't been able to get back into Warframe in a while. There's plenty to get but I don't really need any of it. All my frames and weapons are 60/60 mod capacity already and any changes to the mod loadout will cause more headaches than its worth, imo.
Yeah, I can easily sympathise with that.
Nah, think about that a little longer. It would become real work VERY quickly! Remember, the "magic find" will work against you if you play too long. Item grinders would be spending most their day grinding at minimum hidden bonus.
You severely underestimate how lazy I am - and how much I enjoy sitting on my ass grinding for loot if I can tell myself there's a reason for it.
That said, Diablo 3 would only have been the first step. A sort of experiment, if you will.
But since I liked the core gameplay, the incentive of being able to earn real money would have worked better for me than pretty much any alternate "endgame" design.
At least, any endgame design that I've seen in games, so far.
That's not the same as the game being everlasting - or that I would never have tired of it.
But I'm very confident it would have lasted much, much longer if they'd kept the RMAH - and addressed the pathetic loot drop issues in other ways.