1, they have. 2, not everyone feels D2 is the best example and that many games since have improved areas where D2 may have been lacking. 3, I’d rather they do what feels good to them than what felt good 20 years ago that many feel we should move on from.
With that, I prefer the arcadey feel of combat to feeling like I’m slogging through mud, like I do when I played D2 or when I try PoE every other league. However I don’t mind a slow pace of combat and a screen not filled with monsters in every corner. Make me think more about the individual mobs as opposed to just how much damage did I take and what affix does the elites have.
I will say, all we have seen is flashy trailers that showcase the flashiness of the classes to give people that ooh moment. Just look at the demo from 2019. Combat look slow, a bit methodical, nothing overwhelming the players senses like a hundred mobs and a billion GFX going off all over. There were specific mobs in certain packs that needed to be picked off first or early one, like that shaman that could resurrect 2 fallen at once, or those skeleton ballistas that did huge damage if you weren’t paying attention and got hit.
D3 was all about the numbers and not much else really. Yeah, you could dodge all projectiles and big hits, early one without defensive numbers they were really a problem, but it just became a numbers game at endgame. But, for D3 it was fine, becasue it was designed to be that way. It wouldn’t work for D1/2, or most other ARPGs. D4 definitely looks different. I’m not really worried. But then, if it’s not good, ill stop laying and move on.
I agree with Isolation. I had crazy ideas like becoming a Tyrant and such. There isnt many “lone wolf” games. You always have to treat NPCs like some Princesses.
Even though i disagree with most of the points raised, i can’t help but respect the amount of effort and passion into this post while managing to not come across like a gate-keeping douche like so many do, really nice post.
Personally, I prefer moderate to fast paced gameplay, doesn’t have to be ridiculous 2 minute rift speedrun stuff, but i absolutely love blitzing through a pack of monsters like the incredible hulk
See I hate the idea of NEEDING to do this in every room, in some particularly dangerous areas it would be a fun change of pace but trying to make every area “tense” would likely end up creating apathy to it, where you just become de-sensitized.
Yeah i definitely think that’s going in the wrong direction, it’s nice to have really strong abilities that make a class stand out, but if they go as far as to make people think “lol is this a cheat?” it’s TOO much.
This is the part i just physically recoil to irl, the idea of hitstun straight up makes me nauseous and would likely result in me quitting the game after 5 minutes of it
I think CC, and occasional massive hits being able to do it is fine, but the thought of engaging a pack of monsters and being locked out of taking any action would straight up ruin the game for me, you can make a scenario require methodical pulling without this godawful mechanic.
This only confirms how much i would despise this mechanic, i straight up stopped playing overwatch pvp cus of that prime evil character, being cc’d without the ability to dodge it is absolutely horrid.
I actually agree with a lot of what you say here in regards to attributes, the thought of allocating strength on my sorcerer to wear much heavier armour, or even increase the capacity of what i can carry sounds really immersive and fun
Your points on weapons and how every one should feel different when you swing it is valid and i agree with most of it, except when it comes to ammunition, i personally don’t like the idea of going back to town every 20 minutes to pick up more arrows
Honestly i just disagree with this based on the fact i’m playing games to escape reality, and i honestly just prefer power fantasies over realism, don’t get me wrong, i like SOME realism, so i can feel like its something that could actually happen.
This i really like the idea of, a negative penalty so you sacrifice something for power in something else, but having the ability to remove that penalty takes it from being an annoying system to something fun and interactive.
This i’d be cool with, they can take damage and be killed, but i’d only like that if it just disables mounting temporarily, the thought of it perma killing my horse or needing me to go back to town to revive it sounds bad.
Honestly with this i think they should just give us a few options to choose from, because i personally prefer a more modern and sleek ui, though i would like to dabble in a more gothic themed one from time to time
I agree but i also think they shouldn’t ignore some of the things that were actually good in D3, and this mentality of people reacting to anything from D3 like its kryptonite is getting really old and tiresome.
I really don’t like performing inventory tetris so ill just hard disagree on that personally.
And i would like it to take elements from every diablo game and be something that both fans of d2 and d3 could enjoy.
D3 was my introduction to the Diablo universe, i honestly would never have tried the ARPG genre or even heard about Diablo unless the promotion happened when it launched
And D3 had its issues, still does, but has improved a lot since its launch and honestly i enjoy the game
I’ve seen footage of D2 but never tried it myself, and it does seem like a really different game so i can understand why some long time fans of the universe didn’t enjoy D3s take on it, but honestly, i prefer D3s take over D2s, even if i can admit D2 is just widely considered better.
I’m looking forward to playing the D2 remaster to see how good that game was without needing to do computer wizardry to install and launch it, so i guess i’ll be able to see what everyone is talking about soon enough, assuming D2R doesn’t get any significant changes from the original game.
I’m really hoping they can find a balance/compromise that keeps both D2 and D3 players happy, but the future is uncertain, we can only both voice our opinions and hope someone on the dev team agrees with us, i’m just sick of all the toxicity and gatekeeping that goes on in most of these conversations.
At the end of the day, if they find a balance, fantastic! we can both enjoy D4, if they don’t and they swing too much in the direction of D3, well at least D2R is happening, if they swing too far in the direction of D2… well i guess i can keep playing D3 occasionally and maybe hope for a remaster of that one day xD
Kudos on the elegance of the post and the civility within it, i wish more people were capable of getting their points across like you did without ending up spitting toxic gatekeeping crap like “ignore d3 fans they don’t deserve an opinion”
To sum up : make a gritty world for the adventurers.
In fact JangBahadur made very good points.
It’s too late that said to have adventurer like D1 but it seems character in D4 are already too strong and it feels everyone can easily do magic. The rogue multiplies herself to multi shot with bow for example.
Blizzard initially wanted to make D4 as a dark souls game or inspired by at least. What a dream to be an adventurer like the ones in the 2019’s video and explore the world of Sanctuary where everything could kill you. Every fight would be hard and find treasures in the depths of a dark dungeon must be a reward as much as survive the dungeon.
I want to add some ideas :
IMO, Blizzard has the opportunity to make a great game if succeed in mixed the very good of what is done the last few years in video games and TTRPG :
Make defense an active choice : armor and resistance mitigate damage but blocking and dodging actively make fights more interesting
We don’t want to follow the step of already destined heroes but become one. It’s the foundation of the RPGs. It’s too late to change the classes (or even delete the idea of having classes) but at least make them adventurers who struggle not Demi-god nephalem.
Open world is a great thing if he participates to make the journey more memorable and full of opportunities.
To image what I wrote : I barely remember any of my runs in D2 and D3 but I remember any of my game sessions in dark souls or D1 because of the difficulty. I got bored in the vast map of RDR2 but keep a strong memory of my journey in breath of the wild.
Initially, D4 had to be inspired by the dark souls series. Mixed a difficult but fair adventure with the infinite call of treasure hunting in an open world loved by gamers for decades was a very good idea.
Conclusion :
Diablo 4 will be a success because of fanbase and the aura of Blizzard. But it could become a great game played for decades if he inspired of what’s good in previous Diablo’s games and the other video games in the industry.
Nice post, I disagree in few points like attributes and minor stuff, but overall there are great stuff in there.
The most straightforward stats from the list strength it’s about brute force/muscles, dex it’s handling/quickness. So dex providing critical on physical feats just shows how precise you’re (on physical class). On mages, means less unwanted movements and less sources spent, while willpower means more effort to channel certain stuff, that could impact on criticals or more overall impact.
Putting a armor on a mage, doesn’t mean that mage will able to cast better his spells(on D&D by example, more heavier armor means more fail chance on spellcasting).
The idea about mixing the stats for each class, it’s generate value and diversity, without breaking much the imersion:
Think about the barbarian:
Strength - Skill damage and defense (means brute force and more muscles, reducing the overall damage received - like real life, we get muscles to help us to reduce the damage we receive).
Inteligence - all resistance (means knowing the impact of each thing does to you, like know a sharp blade will cut your skin, knowing that a fire will burn your skin, knowing that a frozen thing could hurt your skin, and so on).
Willpower - resource regeneration and healing received (means you push you through your limits, you believe in you, you try it again, the complete oposite of a spell from D&D 3.5 Solipsism. If you don’t believe or care about anything you will reject everything and die helpless in solitude, because don’t have any will to do anything, similar to becoming afk in a middle of a fight)
Dexterity - critical chance and dodge chance (means you know how to move your attack to land in certain spot, providing more impactful blows. Also knows how to avoid lethal damage or mitigate part of it.)
Think about the Wizard:
Strength - increases defense (means he knows that muscles are great for mitigate damage, but doesn’t mean he will avoid the use of his magical powers to go fist fight)
Inteligence - increases skill power and all resistance (means he knows how to use magical spells and knows what hurts and why).
Willpower - increases the critical chance and healing (means he can focus his spell a bit more with more effort to cause a higher blow, while also will recover better from injuries because he knows he can do what he can do).
Dexterity - increases resource generation and dodge chance (means he knows how to spend less, or at least recover from unwanted energy spent, because his movements will be more precise and less overall energy will be spent. The dodge will avoid more damaging impacts).
So in the end, the fantasy it’s in there. Their mix made the stats became relevant for skill changes and more impact on stats. On diablo 3 the stats made pvp became bad and be gone to oblivion. Dodge was the most important stat, because could nullify almost anything, only dexterity classes “reliable” access to it. Even today the dodge it’s a huge deal, on party.
Int d2, stats weren’t great either, energy value was replaced by potions and vitality becoming mainstream because block chance, provided from dex, could impact in your cast, means poorly design either. If you say str, dex, vit and energy are great stats, I can agree, but doesn’t mean they done well on d2. So “straightforward” thinking stats isn’t great if they are “simple” or “hollow”. That’s why vitality and energy, were bad design choices.
Str means strength, strength can be for defense but also for physical prowless(how much weight you can lift).
Dex means dexterity, can be for defense but also for extraordinary feats.
Vit means vitality, can be for health, energy and physical prowless(how much time you can handle that weight) - overlaping a bit str and energy.
Energy, can be almost anything even vitality, the most “complicated” term to define. - Overlaping intelligence and vitality.
Using willpower would define better vit and energy mix(avoiding a vitality hollow stat), While int will define magical affinity (solving the blank spot without spell increase damage stat). Str will be str as usual and dex the same(on defense purposes). In the end it’s labels, but what are behind those labels means a lot. Their labels can be tricky, but if you search on similar sources those labels aren’t “bizarre” or “nonsensical”, there is logic behind it.
Dex represents dodge on both classes, but doesn’t mean that critical hit from a manual task and critical hit from a magical task are reliant on dex. Willpower makes more sense for it, than dex. Magic will always be magic, the only difference from a spellcaster from another it’s how he handles his magic and what it’s his source, so in the end he being able to “sustain” better the source means more impact on the power than just “be precise with his movements” that represents less energy(power supplied) spent(which is why he recovers faster, I would use less resource cost but the concept could be almost the same, saving/recovering source).
Other than that, you got a really nice feedbacks in there. I don’t want d4 to be d2 or d3, they could use great stuff from both games but I want d4 be d4. The stat concept makes sense if you think about it. They don’t focusing on HP and Mana, means gear will provide more pool for it or each class will have a preset for it, means a balanced “ambient” to have less issues.
D3 hp it’s one of the worst survival stats in the game(damage reduction, armor and all resist are way more important than hp). Mana on d2 became irrelevant because of potions. That’s why it’s a smart concept to avoid both problems on d4. Working on regeneration of both sources means more flexibility to apply smarter attribute system. The overwatch team said before: “folks play smarter and became creative when they have limitations” So in the end, changing the concept to make the game reliant on Skill, Stat and Gear means game having 3 things balancing power for each other.
D2 stats:
str was for gear(most of the classes)
dex was for damage(few classes), the rest most of the time wouldn’t put anything in it.
vitality everybody would expend, most than half, their stats in there
energy, after potions, obsolete with a few exceptions to make (possible to cast something).
D3 stats:
str was for armor and damage for str class
dex was for armor and damage for dex class
int was for all resist and damage for int class
vitality was for hp
D4 stats:
str: defense and damage(for str class)
int: all resist and damage(for int class)
willpower: healing received
dex: dodge and damage(for dex class)
Then 1 hidden attributes associated each stat My prediction
The hidden atribute would be: resource regeneration, damage(willpower class - necro/paladin/sader/wd), critical damage
str: defense, critical for dex class and damage(for str class)
int: all resist, critical for will class and damage(for int class)
willpower: healing received, critical for int class and damage (for will class)
dex: dodge, critical for str class and damage
Willpower, at least for me, it’s a viable stat for necro, paladin, sader and witch doctor kind of classes. Because their belief are what they can do.
Agreed, all they need to do is change the name of Dexterity into Adaptibility (or Adapation, whatever) and it’s fine…
OR, they could simply use a 6 attribute system out of which every class uses only 4
Str (Barb, Druid, Bear form)
Dex (Rogue, Barb, Werewolf)
Adaptability (Sorc, Druid non WW)
Ferocity (Rogue, Werewolf)
Int (All, unless for some classes WP becomes int)
Willpower (All, unless some use Adapt. instead)
P.S. = druid remains an enigma (even still to this day) though, how does it work, does the class have separate damage/defense attributes in separate form (for ex. Str only for Bear form, Dex only for Werewolf, and Int only for Human) ?
Hope won’t miss another AMA or survey with devs or whatever, keep us informed, need quite a few of these answered
man after reading some of your points I think d4 is already DOA, just my 2 cents I don’t think any newer dev’s will capture the original essence because they want to ‘mark their claim on the territory’… I also think its far to late for them to about-face on the stat/weapons which are a big turn off, I still play diablo 3 and diablo 2 ( I enjoy them for different reasons) but I lose interest far quicker in d3 because of some of the points you mentioned like ‘stat sheet’ when it becomes like that its just a linear grind. So disheartening, if they can’t get the stats/weaponary feel right then its pretty much a cloned diablo 3 with some other differences.
Personally I did actually put points in energy on d2, es sorcs need plenty of it and amazons run dry pretty quick in either multi-shot or tgods build… Similarly, WW barbs can be starved a bit and carrying mana potions is annoying… I digress… The agency it brought to the player in terms of sacrificing say 5-10% total dmg in order to have max block/faster hit recovery is usually worth it just to have a better experience and not get locked out of your abilities… Similarly, those upper end faster cast rates did the same thing and I appreciated that agency (its why I still go back to d2 even now), the quality of life in those stats offered something nice and gave you more options then a linear stat sheet grind.
Everything in society is being dumbed down to satisfy the lowest common denominator, casualised, and game development sadly has not been immune to this phenomenon. You can see this in everything, from the way that new houses are being built, cars are being produced, movies, music, food, and the list goes on.
Interesting concept. But how not make those additional stats less important? I considered the synergy concept from the 4 stats(in theory main stats). They put skill damage instead of “damage”. So Using int, str, dex or willpower could work in some “certain” concept even if the druid goes bear/were/spells. If he uses willpower could supply the 3 categories you mentioned, that’s why I considered willpower as mainstat(for damage purposes).
At least on my point of view:
Str -> Barbarian (brute force)
Dex -> Rogue (flexibility)
Int -> Sorceress (control)
Willpower -> Druid (determination)
If you check each class “text”:
Barbarian:
“The Barbarian has unparalleled strength and expertly wields an entire arsenal in battle, with a weapon for every occasion. He bellows intimidating war cries and unleashes ground-shaking slams to send approaching hordes reeling.”
Rogue:
“The Rogue is an adaptable, agile warrior who can specialize in ranged or close quarters combat. She can best any foe with her imbued weapons, perform powerful combo attacks, and can augment her arsenal with deadly poisons and shadow magic to slay demons with impunity.”
Sorceress:
“The Sorceress shapes the elements into whatever form is necessary to ensure victory, from hurling bolts of lightning, impaling her foes upon jagged spikes of ice, and raining flaming meteors down from the sky.”
Druid:
“The Druid is a savage shapeshifter, fluidly transforming between the forms of a towering bear or a vicious werewolf to fight alongside the creatures of the wild. He also commands the power of earth, wind, and storm, unleashing nature’s wrath to devastating effect.”
And yes, I still think it’s better to have flat-reduction rates as opposed to % reductions (i.e. resistances, those can still be and probably should be separate and not tied to any of the primary attributes)
Also, speaking of the “table” above here’s what we get:
Barb will lack ATK/DEF modifiers for magic damage (other than spell damage on skill per level increase) and Adapt (no lifesteal and buff increase, unless directly having lifesteal or item has a certain duration/power buff proc)
Druid will lack Dex (no hit-effects and no CD red. unless via item), and WP (no mana return unless talent or item does so)
Sorc will lack ATK/DEF for physical damage and no hit-effect chance % increase (other than as a stat on talent or item)
Rogue will lack Resource generation buffs (which shouldn’t be such a big deal cause the Energy isn’t like mana and probably regens faster out of combat for ex.), and Magic damage increase/reduction (unless implicit on talent or item)
Aand think this is reasonable… Also, can make a case to have the player pick which 4 stats they want to use on their character, but then things kinda get “all over the place” I mean, all-human no-shapeshift druids ?, or STR/Dex/Fer-based (75% physical based lol) Sorc… Not sure, there should be some restrictions (or reductions of efficiency) but think it’s a fair system as shown just above IMO
Interesting concept. Particularly I liked the armor/all resist choice on d3, because each point provided overall damage mitigation. Not sure about inerent damage reduction from each class(if it’s a good thing). But other than those, Idon’t think the % damage reduction done good things for the game. It’s nice to balance classes from 2 forms of damage mitigation(d2 had that in a certain way if you were a physical class, had the attack rating/defense rating but also the resist elemental).
In your concept you changed some perks from stats and labels. Can be a good thing to avoid mistakes in different characters, but could increase the complexity in the game and restrict the access of some features to certain class, because would reduce the benefit from crossclass gear, diablo always had some sort RNG, making too many stats that wouldn’t benefit certain classes makes those rolls even worst. Making less stats could simplify gear rolls. The idea it’s cool but needs some brainstorm in it.
Tbh the mixture they done in stats can be counter intuitive for folks who play more than one class. But considering gear and skill wise, are great. They could use dynamic label or show what would appear for another class, by make a hybrid(about labels) of what you said.
Those perks in stats didn’t feel okay, if you compare classes side by side, because you need to memorize what each stat will do for each class, but the idea behind it felt nice. Maybe if they dynamically show the stat in different way without overcomplicating could solve the root of the issues. I liked the move they done if you consider gear and skills wise, but the label can be tricky.
If the stat shows dynamically for the class seeing it, could solve the problem. But weird stuff could happen. Still a nice theme to talk about it. I think there’s a several great ideas in here, I hope that helps devs to get nice feedback and improve even more the game. For me the game appears be, overall, on the right track. I have a bit fear of the visceral and much stuff happening to distract us from focusing the task at hand(UI/UX problems), but those are minor and could be solved with few optional settings on gameplay options tab.
That’s true, made another topic with much more per-class (initial explanation of pros/cons) details. Think it’s the lesser evil of the two though, i.e. the moment the item drops you kinda KNOW if you can use it on your X class (or not), or more specifically (what to give up, or under which condition/s)
Yes, that’s why I don’t like Dodge & Crit as a primary stat attribute (not only because of RNG but also because it feels a bit too either narrow or too impactful), having Crit/Dodge as a primary is really a hit & miss, it’s either too “meh” to care about or simply too much to avoid not getting benefits from which also may (and usually does) destabilize the balance of the game overall…
Here’s what I came up with (when it’s all said and done) with a bit more details (overall)…
Yeah, a bit of self-advertisement but wouldn’t hurt the read for those who want to enjoy a nice coffee IMO
It’s amazing how game is not even out yet and somebody manages to HATE the gameplay yet the feedback I read is about how “logical” the stat system should be in a gothic fantasy setting. At the end of the day, a monk’s perception of dexterity will differ from a barbarian. Neither an ARPG have to follow directives from movies or comics.
Feedback is raining all around them, if they fail something that’s onto the team. Make your voice heard and focus on the feeling but they will filter the feeling from practicality in the end by whatever they see fit.
I’d like to believe this is the case but have a gut feeling that they’re doing the reverse actually… i.e. focus on “what’s spectacular and attractive” instead of talk about meaning and mechanics
So, no wonder such the early the critics, but yes, sometimes (often more like) people overreact to quite a bit
But again, hope there’s some AMA in near future so we can get a bit more of the juice instead of a snapshot/portrait of things
They can always ignore serious information requiring questions; they just answer to someone showing them their own pet pictures and developer pass time until serious questions get buried.
Serious question is also a subjective matter, when you or someone else thought it’s a good question, the game developer at the front of their monitor might be rolling their eyes in boredom to contemplate how to even describe the answer. There will be tons of D2, D3 and even PoE related questions for comparisons, back seat development too. I can see them ignoring those as well. They will take notes of players’ feelings and thoughts like a survey but won’t tell you anything about it.
I wouldn’t expect “juice” from an Ask Me Anything, that’s a PR thing and they only answer what Public Relations tell them to. If they really answer people’s question and indifferent to the temptation of writing answers under someone’s pet pictures or discussing weather with the other end of the world, then you may have some hope. I know I’m completely cynic, but that’s what it boils down to. They’re under an NDA, there are still rough and undecided parts with the alpha state and won’t spill the beans before a new update blog at all.
I love Diablo 1, I really do, but I can’t agree with most of that stuff. I don’t want D4 to come back to those roots.
Diablo evolved from a dark fantasy to a power fantasy in a dark environment. And that power fantasy (of being an incredibly overpowered character who is the one who actually brings terror to the demons, similarly to what Doom does) is what attracted many people to the franchise since the days of D2:LoD (which in my opinion is when the game really started to shift towards a power fantasy gameplay). Hell, I like to say Diablo 2 is the “Doom in RPG form” because it really captures that same vibe of raising hell in hell.
I’m sure a lot of people liked the spookyness of Diablo 1 and to feel in danger and alone, I also do (which is why I am actually doing another run of Diablo 1 right now), but at the same time, the games evolved to scratch a completely different itch. You can’t just expect them to take that away for the sake of the fans of the original stuff from 24 years ago.
Also you gotta remember that “spooky and helpless” element of Diablo 1 only lasts so long, until you are teleporting around faster than even in the games that came after it, and completely disintegrating everything, assuming you know what you’re doing, that is.
I didn’t read all the replies but I think part of the problem is this:
Players are people.
One of the reasons D3 has done well (despite the criticism) is that it caters to a larger player audience.
I would venture that a huge majority of the players of Diablo (any version) rarely if ever have visited the forums.
Those of us that do all have our own views on what would work and what doesn’t. Some ideas and suggestions are decent, and others are either trolling or down right bad.
I suspect that no matter their vision of where they are wanting to take D4, you can bet that making it playable by a larger percentage of the player base is a thing.
That might mean that some little things that people want to see or have may not make it into the game or those things could put it in a direction that most wouldn’t want, or the Developers don’t want to go.
They are going to want to make money on the title and I’m fairly sure they will be designing the game around catering to the largest possible audience. And it could be a thing where much of the game is easy to pick up, fits with most common player types but has enough customization to appeal to those that are of a detail or exploratory player, like many of us that grace the forum.
Yeah that’s true, I didn’t mean AMA, but more like a Dev open session or sth… bad naming, mb…
Well for starters I don’t think these aren’t answerable:
1 - How do ATK/DEF stats work, are they related to skills (or monster skills) in any sort of way
2 - The footage/s of Barb, Sorc, and Druid gameplay feels right, has a nice slow but mostly natural cadence… But in the Rogue one monsters feel like slow, clunky, inert… Do you perceive this as a potential problem down further, and if so what could be done to address… ?
3 - Barb has Arsenal, Sorc has Enchant, but what’s the Druid’s class feature/mechanic ?, has there been any notable change/s with the Druid (or any other of the former classes after their announcement)
4 - What’s your take on inter-class/inter-family utility mobs, i.e. utility-based monsters that work in synergy with other types (for example demonic warlock empowering undead, or shaman empowering other creatures like spiders… ?)
5 - Dungeons have small corridors that might not require too much mobs at a place (or even if there are such then there will be rooms dedicated for that kind of battle), but how do you approach filling the open world with a vast amount of open space ?
6 - Do the “rotating” effects done by class attributes for different classes cause confusion what-so-ever (say you play a Barb and a nice Dagger with high amounts of Int drops, do you ever feel like, that’s nice for my Rogue or the “Int” immediately feels meh ?), is there a way to see (in-game) what a certain item could have effect/s for a different class ?
Frankly those aren’t TOO deep questions, but could give some nice/interesting info about their thoughts tbh… And believed it or not I’d be happy with just those questions, kinda too early to talk about character design or builds, but think these things are answerable
Just wanted to say, you’re the first person I’ve ever seen on these forums who actually understands why Blizzard has to use exponential growth and ever increasing numbers to maintain the SAME power feel at higher levels.
All the people who whine and cry about big numbers never understand this and stubbornly claim Blizzard is stupid and doesn’t know what they are doing. Cheers.