There was a pretty big blue post made on the official forums today, and it talks about many of the issues that a lot of players are up in arms against at the moment, a very interesting read:
Some skills were too effective, and were hence nerfed.It's okay to be op to a certain extent, but not game breaking (like the ones nerfed), These will have to be corrected.
If a skill is deemed absolutely necessary to survive at a certain difficulty level, then in goes against the basic design principle i.e to promote diversity.
The nerf caught some people unaware, next time there will be a post on the forum called "upcoming changes" before the nerf.
People are comparing high level blues to low level legendaries, and claiming imba.
Will be exposing items of level 63 in the next patch (1.03) to help people compare items.(i.e blue level 63, vs legendary item level 60)....I dont really understand what this means.
That said, Legendary items will be buffed coming in PvP patch(1.1), will not affect previously found items.
Long term goal:Increasing affix diversity and legendary bonuses.
Patch 1.02 will come up next week, will mostly be service issues.
1.03 a little bit later, is the real balance patch.
1.1 will be PvP patch.
Looking to open up a PTR soon to test PvP.
For changes to the game,the game will depend on patching primarily, for urgent needs, hotfixes will be used.
Edit:Just realized, nothing much was said about the auction house or the rmah, maybe they think the game isnt ready yet. I guess they'll have to get the gold house working properly first
Last edited by Daboo; Tue, 29th-May-2012 at 12:21 AM.
Yes to ilvl for items. I actually made a post about recognizing item names to determine which is the highest tier. ilvl would make it way easier.
ilvl or Item Level is actually the different tiers of items. WoW uses this system to differentiate the tiers of the items.
For example.
Runic Arcus, Impellor and Exorcist are all Level 60 Required to use 1-Handed Crossbows.
However, Exorcist has a higher DPS range of 258-263 attached to it compared to a Runic Arcus with a range of 196-199 DPS.
That means that the item level (ilvl) for Exorcist is higher than that of the Runic Arcus.
For example's sake,
Runic Arcus (ilvl 61) vs Exorcist (ilvl 63)
It kinda sucks that they're not reducing the level 60 blacksmithing costs, it's still much much cheaper to hit the AH to get the exact piece you want then risk the BS 50k per piece + the materials.
Similarly it just doesn't feel like farming the previous act in order to get geared for inferno is particularly fruitful outside of gold, 98% of the drops suck and the remaining 2% are likely not to be for your class, or not have the correct assignment of stats for anyone.
Its been 2 weeks since release. The wow casuals are already complaining they aren't in inferno and having the best gear. We have to stand up to these people, they ruined wow for anyone who enjoys gaming. I for one am bloody glad inferno is difficult. I just got belial down last night, and Im stoked cause it took effort and downing him was reward enough.
If they nerf inferno in a way that makes it herp derp roflstomp for everyone, Im done with gaming forever...
With regards to inferno difficulty, there will come a point where the market becomes too saturated with good items which will drive the prices super low. Like right now its only 2 weeks and everyday the price drops by up to 50% overnight. I remember last week 1000+ dps items cost 10mil, they now cost 1-2mi and in a months time they will cost <200k. 900DPS blue items are already going for <50k
Because there is no "item sink", the longer people play, the more items in the market and the cheaper they become. People will be overstocked with 1000-1300 dps items and would want to get rid of them and start to undercut one another leading to low prices.
And this leads to casuals at that time being able to gear up easily and cheaply and to roflstomp their way through inferno if its made too easy. Gear that is very expensive now to us will be cheap to them by then. So there needs to be a delicate balance to make sure its still hard for the casuals then. Tricky spot!
Not to mention, as soon as the Real Money Auction House opens up the economy of the game will vastly change when people will be able to purchase gold for money.
I don't think gear is the ultimate stopgap you're making it out to be. Even the most geared player will get eaten alive without the proper skill set and play style. On the flip side, a good player who never gets hit will eventually take down any boss regardless of gear.
And please, please, please - don't let this become another game full of elitists who shit all over casuals like they have no right to play the game. It was one of the more disgusting facets of WoW and I'm surprised people are already saying it in a game that's been out for two freaking weeks.
I don't think gear is the ultimate stopgap you're making it out to be. Even the most geared player will get eaten alive without the proper skill set and play style. On the flip side, a good player who never gets hit will eventually take down any boss regardless of gear.
And please, please, please - don't let this become another game full of elitists who shit all over casuals like they have no right to play the game. It was one of the more disgusting facets of WoW and I'm surprised people are already saying it in a game that's been out for two freaking weeks.
But... gear IS that important actually. "a good player who never gets hit will eventually take down any boss regardless of gear." I don't think this is true at all. A simple example would be Inferno Butcher, with the enrage timer + unavoidable Multiple Hooks
However I'm still peeved as a monk player that Inferno is hella tough as a melee to survive Boss packs mechanics just seem so stacked against the melees
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Life is short, why waste it on sleep.
I agree with Crazerk, both Butcher and Belial in Inferno have a DPS requirement, I am not sure about the other 2 as I am yet to do them, and on top of that if you take too long on Elite packs, they will enrage (Found this out on a Fast/Mortar/Shielding/Extra HP pack).
As for the casual argument, they have a right to play, no one is denying that, but do they have a right to complete inferno if it means making it very easy for those of us who are putting in a lot of time on it?
I agree with Crazerk, both Butcher and Belial in Inferno have a DPS requirement, I am not sure about the other 2 as I am yet to do them, and on top of that if you take too long on Elite packs, they will enrage (Found this out on a Fast/Mortar/Shielding/Extra HP pack).
As for the casual argument, they have a right to play, no one is denying that, but do they have a right to complete inferno if it means making it very easy for those of us who are putting in a lot of time on it?
I don't think the amount of time you've put in to it weighs very heavily on their decision making at all, there's a fundamental difference between justness and fairness.
Fairness would be that everyone has to suffer equally, where justness might be to make it so more people don't have to suffer as much.
The game as it currently is in inferno really encourages just grinding sections, solo might I add, that you know to be profitable and simple for your build to handle (see: wizards skipping act 2 entirely in order to grind out the bridge in act 3) in order to purchase the gear that's good for you off the AH. Plenty of people have the patience for doing so, myself included, but blizzard doesn't want the game to play this way and I don't blame them.
What it doesn't encourage is coherent play through of an act for loot because doing so weakens your build to the point where you can't effective take on the variety of elites you'll inevitably end up seeing.
Last edited by Dingobloo; Tue, 29th-May-2012 at 12:28 PM.
This game is kind of in a mess, AH has 10 million issues, server lags, loading affix stuttering issue, terrible hitbox, inferno partying(and generally all game but it's very apparent) doesn't have the right scaling to warrant partying, gear drops make it such that people who have good gear can earn money so much faster while most people are stuck farming act 1 inferno, legendaries/rares/blues are completely messed up, some legendary affixes not registering... the list goes on
It's almost as if we paid $80 for a beta patch-2 game. Rather disappointed with Blizzard but after how they screwed up sc2 what could one really expect...?
On the other hand, Valve's Dota2 Beta looks like a full game easily worth $50/month, and they're going to release it for free...
I thought it would have been pretty obvious that my comments were exclusive of enrage timers, I was being figurative. I see nothing in that post which suggested "We're going to nerf Inferno because people are complaining it's too hard." In fact, I don't recall them ever nerfing anything in the history of any game because people complained it was too hard. They either tune it to an acceptable level or make the content accessible when it's no longer valid/current.
I thought it would have been pretty obvious that my comments were exclusive of enrage timers, I was being figurative. I see nothing in that post which suggested "We're going to nerf Inferno because people are complaining it's too hard." In fact, I don't recall them ever nerfing anything in the history of any game because people complained it was too hard. They either tune it to an acceptable level or make the content accessible when it's no longer valid/current.
Even if we ignore bosses with Enrage timers, an undergeared character will never be able to clear someone like Belial. The adds will just overrun you.
(I don't really get what you mean by 'I was being figurative' anyway so if that covers what I just said then ignore what I just said)
Dox, you are a gentleman and a scholar, but i have to disagree with you in regards to nerfs.
WoW, constant nerfs to make content easier...
In regards to elitists who shit over casuals. In WoW that happened cause it was a guild and server that was populated, you wont see that in Diablo. You'll see decked out characters etc, but there is no stand outside the AH and show off. There is no, you can't join our guild cause you aren't good enough. You can do endgame in Diablo solo, not in wow.
My worry is blizzard listens to the masses of people who play 1-2 hours a week and complain that its too hard, want my welfare epics now. If people like that are so desperate for gear I believe the RMAH will cater to them.Inb4 "why should we pay more money for items". Well sir, if xperson spent 20 hours a aweek playing, and you spend 20 hours a week working, the time spent to earnings should be same (ceterus paribis, spelling). So no its nothing like WoW.
The reason that you see people saying this "elitist" stuff 2 weeks in is because they dont want another WoW to happen. We can tell from history that if you put idealistic faschist/communist people in power, you are going to have a bad time (hitler, stalin, i digress).
As for inferno being nerfed, that post wasn't obvious about it, but it does indicate that they are listening to the forum qq'ers, which unfortunately is not a fair representation of the players in the game.
This is an ongoing stigma which really holds no meaningful weight. It's one of those phrases that gets thrown around all the time, when the truth of it is - content was very rarely nerfed without reason. ie. Hard Mode 10-man boss requiring a full raid of optimised 25-man loot. Y'know Sartharion +3 Drakes was harder on 10 man than it was on 25 for a very long time? Because this was the first time they tried downscaling content and they fucked up the numbers. So they adjusted it to what it SHOULD have been.
The other example is just like I said in my previous post - the content has been on farm for the majority of the general populous and a new tier is on the PTR. So they introduce a zone-wide buff that that scales the content back, allowing people to bridge the necessary gap between tiers. Attrition was a common theme in the game and any guild leader can tell you how frustrating it is to find willing candidates to perform key roles when they simply can't get the gear they need. Situations like this help to alleviate that. (I was the raid leader and main tank of a top 50 US raiding guild for 5 years before I stopped playing. The reason I quit? I couldn't stand being surrounded by elitist fuckheads who felt the need to shit all over everyone else simply because we spent our Friday and Sunday nights raiding whilst other people had social lives. It was truly pathetic.)
Quote:
My worry is blizzard listens to the masses of people who play 1-2 hours a week and complain that its too hard, want my welfare epics now.
Can you actually link me to any supporting threads/posts where this is happening, or has ever happened? The truth is, this stuff is entirely fabricated, just like it was in WoW. They tune their content based on figures and statistics, not whining forum posts. They re-iterate this every year at Blizzcon and yet still people continue to suggest that Blizzard's balance team revolves around the forums.
Quote:
it does indicate that they are listening to the forum qq'ers
I do remember a few fights being nerfed after we did them on hardmodes, so they do most definitely nerf content after its been beaten (or tweak the numbers, same diff)
I do remember a few fights being nerfed after we did them on hardmodes, so they do most definitely nerf content after its been beaten (or tweak the numbers, same diff)
Patch 3.1 (Ulduar) launched on April 14th, 2009. Within a month, over 25 guilds had been farming One Light in the Darkness. 2 months later, they "nerfed" (read: fixed) Yogg-Saron so that his Death Ray wouldn't hurt people who were feared or mind controlled... because that sort of RNG was retarded.
Algalon never had a hard mode, but they did reduce the damage of his Black Hole explosion (by 5%) in 10-man because it wasn't scaling down from the 25-man version correctly - meaning you had to either:
1) Have all possible raid buffs and a Warrior/Paladin tank (Druid and DK would die)
2) Have enough external CD's to cover each explosion
Reducing the explosion damage allowed more viable tank opportunities and promoted a little flexibility in the raid composition (which was the biggest goal from TBC -> WotLK).
Patch 3.1 (Ulduar) launched on April 14th, 2009. Within a month, over 25 guilds had been farming One Light in the Darkness. 2 months later, they "nerfed" (read: fixed) Yogg-Saron so that his Death Ray wouldn't hurt people who were feared or mind controlled... because that sort of RNG was retarded.
Algalon never had a hard mode, but they did reduce the damage of his Black Hole explosion (by 5%) in 10-man because it wasn't scaling down from the 25-man version correctly - meaning you had to either:
1) Have all possible raid buffs and a Warrior/Paladin tank (Druid and DK would die)
2) Have enough external CD's to cover each explosion
Reducing the explosion damage allowed more viable tank opportunities and promoted a little flexibility in the raid composition (which was the biggest goal from TBC -> WotLK).
I coulda sworn they nerfed something in there, cause the tsunami forums blew up after we had initially got the fight(s) down, then they were nerfed the week after (Maybe im wrong, it was like 2-3 years ago now)
It might've even been Freya+3, i cant remember >_<
EDIT: Im purely talking about 25man here, not 10man
I really liked the blog post, I like the way they are going with it.
I'm really concerned about one-hit deaths in Inferno, even with appropriate gear. Hard can be achieved without one-hit kills, and that they identified 'Spiky-ness' as an issue and llok to restructure around that rather than simply nerf is something I am hopeful about. As it stands, it also discourages playing as a party in Inferno, which I really hope they are able to address.
I think (so far at least) they are addressing the QQers, very different to pandering to them.
I would've liked to see more about UI systems, in particular chat and the AH as it is currently.
I would have also liked to see what they think the economy is going to do. Their 10 item limit system encourages stuff to be sold for peanuts, becasue less proceeds with far higher profit means more gold for those farming.
I can't see the artisans being effective throughout the levelling process while that system is in place. I'm pretty concerned that the economy is going to tank.
Quote:
Originally Posted by System
I don't think you fully understand how item level works.
But your concept is close enough
System, what else is there to it that he is missing? Explanation or link?
Regarding Inferno:
I quite like how it is as it stands, but that's only because I have the time to grind out better gear to survive said "damage spikiness". The issue here isn't that the mobs hit too hard, it's that they can suddenly drop your HP by a lot in a short time with no means to recover in time.
How I see it, there are only a couple of ways it can change as it stands.
1. Gear up to the point where you can reduce 70-80% of the damage. For a regular person with a 9-5 job, they simply do not have that time.
2. "Nerf" Inferno so that they don't hit you so hard, but they hit you faster. Sounds like what they are planning to do, with gradual damage coming in, instead of a Full HP -> Half HP kind of deal.
RMAH or GAH:
With regards to point 1 above. The AH function serves as an accessibility tool to the greater masses, and also with Blizzard's belief that they should be keeping people IN THE GAME, not alt-tabbing to check a spreadsheet or searching a web-based AH for their gear.
I think this is where said elitism also creeps in. I spent more time, I farm, I am better than you because I spent more time. You don't deserve the gear so easily just by buying it off the AH.
I LOVE the AH. I think it's a great tool, and adds another element of "fun" in searching for gear. And you also need some degree of farming (IN-GAME OR REAL LIFE) to get money for better gear.
That still doesn't mean that it's EZ mode through Inferno. There are retard checks in this game, desecrate, fire chains, molten etc. They are all your typical retard checks. Basically, don't stand in fire.
I believe these are the 2 biggest issues that the community at large seem to be upset with. Ultimately, I think it is a step in the right direction.
When I first started inferno, I thought it was hard, but then I realized that it was my retarded gearing that couldn't get me through, and it was EZ mode.
Then came act 2, that was a HUGE step up, but then I realized I gotta play smarter, don't be a hero like you are playing in Normal or Nightmare.
We also learnt that we needed better resist, hence the shift in the itemization meta-game, if I could use the term loosely. Resist gear is selling really well on AH now.
Maybe soon enough we will see, Life Regen, Life on Hit, Spirit to Life conversion (for monks) etc. priorities for itemization.
Finally, in response to System. Perhaps you could enlighten everyone else about what I missed out instead of just saying it was "close enough".
I did fail to mention that (at least this is how I think it works) a iLvl 63 item will have more "points" to spend in terms of stat allocation compared to a iLvl 62 item.
Even the most geared player will get eaten alive without the proper skill set and play style. On the flip side, a good player who never gets hit will eventually take down any boss regardless of gear.
Yea I agree with this idea, this is what it should be like when you hit inferno. It would make sense to need an improvement in mechanics / skill to get better and advance and not just good gear.
But right now this isn't the case, hence all the QQs about needing the gear / grind to progress. Came across this video and this guy sums it up quite well.
Yea I agree with this idea, this is what it should be like when you hit inferno. It would make sense to need an improvement in mechanics / skill to get better and advance and not just good gear.
But right now this isn't the case, hence all the QQs about needing the gear / grind to progress. Came across this video and this guy sums it up quite well.
I dc'd earlier, when I came back my quest was set to act 1 normal. I put it back to where I was up to, hopped in the game... and noticed I had 0 gold and 0 health potions
All my equipped stuff is fine, all the stuff in my stash is fine... WTF??
I thought the guy making the video from nirvana's post was spot on with the issues in D3 which made me rageroll a DH after hitting many a brick wall with my monk.
As a gamer, I enjoy getting past bosses through changing/evolving my playstyle. In a way, it's a good feedback loop where I'm learning about myself, and the game as well. But at the state that monks were vs inferno rare/elite mob spawns, I was just too highly frustrated to continue playing.
The way I see it, I'm probably just gonna grind 5 chars up to level 60 and allow the loot system and inferno difficulty to be fixed, then pick and play the character I enjoy most.
And if you end up watching part 2 and 3 of those videos, I totally agree with the points on how itemization is totally broken. Distilling everything down to just raw weapon damage is downright silly. That and legendaries have totally lost their "ZOMG!!!! I JUST FOUND A WINDFORCE (or insert any other iconic D2 unique name here)" factor. And honestly, that was the bloody core of D2, which is sadly missing in D3.
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Life is short, why waste it on sleep.
Yeah, they wanted to change it so you didnt have to rely on certain items too have a build be succesful, but they've greatly undervalued the stats on legendaries (Pretty obvious with blues/yellows being better) and thus made a great portion of the legendary items useless...
Legendary items should be just that... Legendary. You want people to be in awe that you have such an item, and not have them drop like candy ;__;
Set items notably drops from inferno act 2 onwards where the chances of lvl 60 gear drops increases greatly from act 1.. I've score an immortal king's helm which rolled a +70 strength.. Set items now needs to have good rolling too in order to be good, and if you roll shitty stats its as good as a garbage item unless its an upgrade over your current gear despite garbage rolling!
However, set items usually suck as 1 pc, the 2 set pc special adds + 130 dex for monks ( not sure about the others) but that's usually what will make someone wear a 2 pc until you get some epic-ly rolled act 3-4 end-game rares !
Something weird that I've noticed. The items I get are almost always 5-6 levels lower my level. Currently in nm act 2, an while it's not been tough at all with the stuff I've got (most level 30-32 things), I remember in d2 when you would get stuff that was below,above and round about your level. Never had a drop that has required me to level up at this point in d3. Think this was the reason why the smithy was useful for me when a lot of people were complaining about him, even if the item was not unbelievably good, the stats were just way better than anything that dropped and could carry me through the whole act.
At the same time you go into the auction house and the stuff at your level is just way better, and they were probably obtained by people at higher levels to pass down. Quite sad, you can kinda get a hint of what they are trying to do Not exactly game breaking, but it's a bit weird to be on level 40 and have stuff that is mostly level 30-ish to level 35 at max.
Last edited by Daboo; Thu, 31st-May-2012 at 9:07 PM.
Basically, the D3 Dev team are sorry for writing the games codes in a way that makes it hard for them to edit/change. How do you mess up from the old bnet to the new bnet 0.2? I thought the sc2 chat system was bad enough but the D3 chat system is just.... I wish they will remember "If it ain't broke, don't fix it."
As for numbers cluttering, just make it an option to see those numbers like what they did with damage numbers and party members hp.
Patch 1.00 to 1.02 seems like the actual first open beta to me. With the complete game maybe coming out on 1.1. I'm hoping 1.03 will fix a lot of things. I don't mind giving them time to work out the kinks. It's just I'm not too optimistic about the changes so far.
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Early game loss = Cheese
Mid game Loss = All in
Late game Loss = Imbalance
Pretty vague in terms of exactly whats coming up, it is all "Sure, it shall be put on the list" and "Sounds like a good idea" but good to know they are taking to time to respond to the community!
I didn't want to make a new post as I deemed it unnecessary.
Maybe the mods can clean this post up or compile the list of patch changes, both made and upcoming ones.
- Re-tuning of Inferno Act 2, 3 and 4.
- Graveyard zerging is going to be a lot more expensive by increasing repair costs
- Attack Speed changes
- Gem and Blacksmithing changes
I didn't want to make a new post as I deemed it unnecessary.
Maybe the mods can clean this post up or compile the list of patch changes, both made and upcoming ones.
- Re-tuning of Inferno Act 2, 3 and 4.
- Graveyard zerging is going to be a lot more expensive by increasing repair costs
- Attack Speed changes
- Gem and Blacksmithing changes
I'll do that maybe tomorrow or sometime soon, kinda lazy to do anything of that sort after spending literally the whole day compiling that hacker thread.
Dislike the Attack Speed nerf! Let us keep our uber attack speed! And repair costs zomg. How else do you kill elites!
Well, at least they're not nerfing Tyrael (I hope)...
The change to rare drops sucks, its fun getting a 5 stack and killing a boss. Hunting down Elite packs does not seem fun. Wouldn't be so bad if every single pack wasn't 'Reflects Damage' -_-
The change to rare drops sucks, its fun getting a 5 stack and killing a boss. Hunting down Elite packs does not seem fun. Wouldn't be so bad if every single pack wasn't 'Reflects Damage' -_-
Oh god how I'm glad I've got life on kill and hydra spam now. It made reflects damage mobs one of the most frustrating to a pointless attribute on monsters now, its amazing
My issue with D3 as it stands now are the ridiculous special mobs, even D2 didn't have ridiculous shit like Waller Mortar Shielded Molten enemies. Eventually it just gets very stale.
Seem like good changes, hope they don't go overboard with the coop scaling nerf but I like that they're erring on the side of coop being the better way to play. Attack speed nerf could go wrong but I see why they're doing it especially for rings, it seems better to be using significantly worse rings than you have as long as they have attack speed on them. I'm interested to see how the blacksmith costs change for non-learned recipe and if the changes are significant enough to compete with the auction house in terms of gold per item gained. Repair cost is an interesting change but if the content comes more in line I think i'm on board.
Yeah, I mean, that's kind of just an issue of placement and projectile aim. We think Invulnerable enemies are a bit ridiculous right now anyway, but I wouldn't say this suggestion is probably needed if we just make some overall changes to them.
So it appears they're looking at tweaking mobs anyway, phew. Some combo's are just plain stupid
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