I think all casters need to be nerfed as they have unfair advantage over melee classes, less damage for sorcs, hammerdins/fohdins, trapsins, javazons.
Some of the runewords need to be deleted or nerfed big time:
spirit, insight
a small nerf to all casters sounds fine, and also nerf spirit runeword to +1 skill and 30% max roll
both these together would make for a pretty hard ladder start.
Yes please, nerf all classes and buff all monsters. Remove all items above normal and lower the drop rates further
I want to fight every fallen for 30 minutes to get no loot.
Nerfs are a healthy and inevitable part of balanceing, D3 is a good example what happens, when you don’t do meaningfull nerfs for too long.
It’s something this community needs to accept, that nerfs must happen because it’s a neccesity, to avoid power creep.
some people just want to keep one-shotting fallens with blizzard
@topic
not every “caster” skill need a nerf
Just move synergies to Energy and inc area lvls on Hell.
Give dolls teleport.
And vigor aura.
How do they have an unfair advantage? melee classes have crushing blow, open wounds, critical strike, life and mana leech. Casters benefit from none of that.
Edited to add: how I’d make the game harder - no more rushes. You want a level 90 character, you play it yourself quest by quest with no benefit from someone else levelling you. I can hear the tears already.
Uninstalling the game will make it very difficult to play!
play fire sorceress inside a burning house. just for the extra challenge and the immersive heat and flames.
Alright, time to make some people mad!
1. Address the itemization issue where item quality doesn’t really matter for caster builds. A normal wand should be fundamentally worse than an elite wand in the same way a normal sword is worse than an elite one.
2. Increase the number of Magic Resist/immune monsters.
3. Caster gear now has Energy pre-requisites. It’s honestly BS how casters can often get away with investing more points into vitality than melee classes because they don’t need to invest much (if anything) into strength or dexterity.
4. Monster’s elemental damage scales with player count. Currently HP and physical damage scales, but elemental damage does not.
5. Baal’s minions, and Diablo’s Seal Guardians no longer spawn in a tight group. Instead they spawn much more spread out with some random distribution.
6. Slows like cold damage and decrepify now affect cast speed. It’s BS that only melee classes’ DPS are affected by slow.
7. Boss Monsters are less affected by slow effects.
8. Mephisto no longer allows you to kill him from a distance.
9. On Nightmare and Hell difficulty, Bosses immediately heal to full if everyone teleports out or leaves the area.
10. Duriel now charges correctly.
11. Standing too close to Diablo no longer lets you dodge Lightning Hose.
12. Monsters no longer try to override their curses. Not sure this will make things harder, but I always found it kind of annoying in the Chaos Sanctuary.
I would make it harder by wearing crappier gear
nerf everything to the point where any build will struggle to solo p4+, all problems solved
Can’t balance the game without players getting too upset. I think Lightning characters are way too OP with Infinity, but so many people like it that way, that changing it would cause a riot.
Another, more simple solution is to try to stabilize the game towards something they don’t change, rather than rebalance the game every three months.
Because the reason Diablo III has a power creep issue is that they buff stuff regularly to shake up the meta, and having debuffs too wouldn’t solve the issue, as PoE suffered from power creep too, despite regularly nerfing stuff to the ground.
The place to shake things up is in the leagues, where they should have alterations that don’t transition to the main game. That way, players like me that are looking to occasionally play on one of their characters without having its build completely changed can do so, and players that constantly need something fresh can come back every league for novelty.
maybe the easy solution is to buff everything until it goes too far and everyone demand nerfs.
Nerf at will. Teleport, Grief, Spirit, Paladins in general, Sorcs can stay as is if teleport eats a nerf.
Hell should be hellish, and it aint. If we bring the poo races up to compete with the best ones, the game will be trivial. Snakes and Ladders required the ladders to be fun.
Make the game harder, not easier.
Dont buff, nerf.
new ai , monsters are too predictable.
You know I’ve often thought of having Staves, Orbs, Wands and other “casting” equipment come with “Energy” requirements to equip. It’d certainly be interesting to see a Sorceress balance Strength for Armor but also Energy for her Weapon. Obviously, this will encourage Sorceress players into using Energy Shield more often but also will put them into having to deal with the Blood Mana curse that only Max Energy ES Sorceress have had to worry about.
Namely, if this were to be adopted, I had the following classes of items in mind for possibility of having Energy requirements:
Amazon Spears
Amazon Bows
Amazon Javelins
Paladin Shields
Paladin Scepters
Sorceress Staves
Sorceress Orbs
Necromancer Wands
Necromancer Shrunken Heads
Barbarian Helms
Barbarian Throwing Axes
Druid Pelts
Assassin Claws
Keep in mind, this was to make it as balanced as possible for all classes if each class had some skin in the game with respect to Energy.
Edit I’d have to add that Mercenaries would have to get an Energy stat for equipping purposes(if applicable).
Edit#2: Alternatively, Skills could have Energy Stat requirements in order to be utilized. Higher in skill level it goes, the greater the Energy stat requirement therein. If your Energy stat isn’t high enough, you can’t use the skill no matter how much mana you have. It’d force players to actually invest stat points into this skill rather than abjectly ignore it in lieu of Strength to equip, Dex to block(if applicable), rest into Vitality. Now you’d have to figure out what level my skills will be and allocate X points for Energy.