Blizzard have posted another very detailed
developer blog explaining their approach to the many balance changes that are being actively worked towards for Diablo III's upcoming v1.03 patch.
Technical Game Designer Wyatt Cheng, goes into great detail to explain the intention and justification behind each change, many of which are sure to both elate and enrage different types of players.
Here's a very high level summary of some of the proposed changes:
- More generous drop rates for higher level items in later Hell and earlier Inferno Acts.
- Tweaks to rare item drop rates with five stacks of Nephalem Valor -- raised for champion packs, lowered for bosses.
- Removal of the increased monster damage modifier in co-op to encourage people to play together rather than solo.
- Lowering monster damage in Inferno acts 2, 3 and 4 to make them easier.
- Increasing the cost of repairing high-level items (possibly 4 or 6 times as much) to discourage suicide tactics
- Lowering the over-used attack speed bonus on items
- Reducing crafting costs and the amount of commodities required to craft.
The above list is just a very basic summary. The the complete description and well-argued explanation, be sure to check out the
full blog post.
Posted 02:32pm 07/6/12
Hope it doesn't take too much longer.
Posted 03:45pm 07/6/12
Posted 04:02pm 07/6/12
Posted 05:19pm 07/6/12
Posted 05:23pm 07/6/12
Posted 05:52pm 07/6/12
Posted 06:35pm 07/6/12
Posted 07:14pm 07/6/12
not that running around in circles is hard anyway
Posted 07:29pm 07/6/12
All they've done is shift the gear grind from bosses to slightly less bossy bosses that you have to spend more time looking for.
Killing a boss doesn't even feel like an achievement anymore, I get 2 blue drops and think "Well that was shit..."
Posted 07:54pm 07/6/12
Nub, get some NV up ya.
Posted 08:06pm 07/6/12
fixed for ya, hoggy :)
Posted 08:07pm 07/6/12
MUCH BETTER
Posted 10:03am 08/6/12
Posted 10:56am 08/6/12
Posted 11:22am 08/6/12
Posted 11:42am 08/6/12
Bee-shooting wasp changes would be awesome too, it's a shame by the time these two make it into the game I'll probably be over it or playing another class.
Posted 11:47am 08/6/12
also being only lvl 12 i havent come across really anything that is being fixed, so kind of looking forward to it - when i get the chance to play
Posted 12:16pm 08/6/12
Where the hell do people find all this time to play games in that volume :(
Posted 01:42pm 08/6/12
Posted 01:52pm 08/6/12
Posted 02:55pm 08/6/12
Posted 04:04pm 08/6/12
imo they may as well have changed nothing if this is the case.
Posted 01:11pm 09/6/12
Not at all. I was pissed at this until I thought about it.
Gem combines are a key gold sink in the game, which needs them badly to curb the rampant mudflation. However the combines that create droppable gems are never used, which is what they are addressing.
Posted 04:03pm 09/6/12
Posted 06:07pm 09/6/12
True, i do look forward to that change.
I feel sorry for my monk friend he really strugles while i progress with my mage. We were in hell he got so frustrated he went back to nightmare, we do our best with champs/elites some of the fights go on for like 5 mins at a time, but some of them you die in a few seconds only to find your self dying and spawning just to take it down 20% at a time.
Posted 08:16pm 13/6/12
It's not that it's intentional... When you're a DH in inferno and a fast, extra health, jailer fat zombie in act 1 is 2 shotting you, it's called "trying to progress past this bullshit cockblock those fuckers at blizzard put in my way".
Not much you can do against alot of mixes of elites, esp when you can only take 1 or 2 hits and they can lock you down / run twice as fast as you.
Fuck it, think I might just go back to my monk.