Patch 2.7.8 would be a small balance patch aimed at buff some of the weakest gameplay.The two keys to creating Patch 2.7.8 are: 1) only spend Devs little times, and 2) buff some of the weakest gameplay to make players feel happy.
In Season 30, all classes has passed GR 150, but it does not mean that all gameplay is strong because of ‘devastating Ring of Fire’ existence, so some of the weakest gameplay also relies on it to pass GR150. But in the non-Season of 2.7.7, These gameplays perform poorly without it.
Time has come to the current S31, yes, we have found that some gameplay is indeed too weak. What we need to do is turn them into not too weak gameplay, rather than completely trash.
1.Fjord Cutter:Seismic Slam attacks 50% faster and deals 100% increased damage,also deals 150%~250% increased damage against Slowed or Chilled enemies.
My note:The Permafrost of Might of the Earth Set is too weak and almost forgotten by people. In the powerful Season 30,this gameplay did not even pass GR150.
2.Holy Seeker 6P set:
Increase the damage of Blessed Hammer by 30000%(previously 15000%) and Falling Sword by 2000%(previously 1000%).
My note:Season 30 Holy Seeker set players relied on ‘devastating Ring of Fire’ pass GR150, but it is still almost the weakest set.The rank one Holy Seeker set player in non-season, even only able to pass GR143.
3.Zuni set 4P bounus:
You and your pets take 3.5%(previously 3%) less damage for every Fetish you have alive.
My note:Aughild zuni set is the most fragile set in all classes.
4.Immortal King set:
2 set:Call of the Ancients gains together as one rune and last until they die.
6 set:While both Wrath of the Berserker and Call of the Ancients is active, you deal 6000%(previously 4000%)increased damage,and your movement speed is increased by 50%.
My note:Many players expect this set to be more powerful, and unfortunately, there have been no changes to this set in Patch 2.7.7.
5:Blackhand Key:Magic Missile gains Split Rune and deals 150%~200% inceased damage.
My note:Magic Missile needs buffed.
6.Aether Walker:Teleport no longer has a cooldown but costs 15(previously 25) Arcane Power.
My note:It’s time to buff Aether Walker,The fast clear ability of Wizzard is very poor for all roles, and it would be great if the Aether Walker could reduce the energy consumption of teleportation.
7.There is no altar in non-season, which is a bit disappointing. I hope there is an altar in non-Seasons, even a weaker one than Season is better than nothing.
Summary: I hope Devs can pay attention to this proposal. Thank you very much.
Updated on August 20th, 2024:
THE SHORT MAN’S FINGER Finger Legendary Ring:Gargantuan instead summons five(previously three) smaller gargantuans that have their damage increased by 500%-650%.
My note:Although this gameplay has been strengthened in the Crucible Season 27, I’m certain it is still too weak and requires more gargantuans participation in battles.
Diablo 3 requires a final balance patch
D3 got a final balance patch after S29. It was balance around the nerfed Altar and the Shards theme. This means they only want the seasonal game balanced around 1/10 Themes (approx.), and they really, truly don’t give a about non-season as it has neither the Altar, nor themes.
They do not need one final balance patch, they need several. They need one for each theme they plan on recycling for seasonal. For non-seasonal, it will never be balanced, since it does not have themes, but they could at least add the Altar non-season to somewhat make up for it.
Actually, instead of making a final balance patch for each seasonal theme, what they should do is add angelic powers, demonic gems and the altar to non-season, and then make a balance patch for that.
You forgot ethereals and 4th cube slot
EDIT: And Fissures of course.
Nah, Ethereals outright replace the weapon slot in almost every single build, they make too many items obsolete.
Angelic powers and demon gems don’t do that.
Forgot that fissures weren’t in non-season. Those definitely should be added too.
I don’t have a strong opinion about the 4th cube slot.
Why not just go ahead and allow all legendary gems to be socketed in armor sockets? We have 6 potential sockets for more legendary gems in armor pieces; 7 if you count the off-hand for some classes. That’d be fun… to read non-stop complaints on the forums about lag due denser calculation traffic.
My thoughts are that if ethereals, crucibles or soul shards are made permanent, there would be coding where if any one of these is equipped, you can’t equip the others (I guess similar to how you can’t equip two crafted primals).
Being able to stack even just two of these themes is way too powerful (remember when ethereals and soul shards were both dropping in the PTR?).
This way, the game isn’t handing out GR150s to P200, 5hr fresh characters but we’d have access to three additional, different ways of gearing up and we can pick what works best for what we’ve dropped or am aiming for.
Given that soul shards and crucibles will still require the regular items in some form or another, adding in ethereals won’t cause issues… just more variety.
It’s a good feature to add in some QoL into farming builds. All too often, a QoL leg power is pushed out so that we can squeeze in sufficient damage leg powers.
They already did the final balance patch. And it sucks.
This is a really good idea… which means there’s absolutely no chance it would be done, even if the development wasn’t ended for this game.
And if you don’t want to play seasonal stuff and run in circles in the “live service” fomo fake engagement boosting , then you don’t matter to them and get the worst deal. With all their games, not just the ones that aren’t being worked on anymore .
Probably best to not waste effort writing out your ideas on how to improve the game.
We will probably never see anymore change until D3R, if that ever happens.
To be fair, it is probably more accurate to say that Diablo 3 still hasn’t seen its first balance patch
(and never will)
You jest, but I would argue if given a task of X, and you have a finite amount of tools or “options” for completing X, specifically a set of Y classes with Z sets each (non-set included as an option within Z), and ALL of Y can accomplish X regardless of Z…
That would mean, NOTHING is broken.
However, if you reframe the problem from merely “accomplishing” task X, and place the emphasis instead on them all needing to accomplish X EQUALLY WELL RELATIVE TO EACH OTHER, then you have a situation where 3 scenarios can play out:
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“All Nails Up” (everything horrifically OVERpowered)
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“All Nails Down” (everything horrifically UNDERpowered)
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“Some Up, Some Down” (Necro > everyone else in this season, or everyone > witchdoctors, etc.)
Scenarios 1 and 2 are, in fact, “balanced” in spite of being opposite outcomes regarding player power. Because they’re all relatively equal. Bonus points if they all still accomplish original Task X of game content in spite of them all being “S tier” or “F tier.”
Scenario 3 is what we’ve had for over a decade and “most people” argue it shouldn’t BE that way. EVERYONE should be relatively equal, right? But do we mean Scenario ONE equal (everyone OP), or do we mean scenario TWO equal (everyone sucks)?
Cuz it’s REALLY really hard to try to dance the line where EVERYONE is EQUALLY “competent” without being OVER nor UNDER powered relative to actually doing Task X within the game.
So, the question really is, what the hell do we even WANT, as players? To feel powerful ourselves? Or to feel powerful compared to other players we don’t even directly compete with outside of leaderboards?
It’s a much more complicated situation than most players are willing to admit.
A balance patch would be nice as well as having that altar in mon-season.
It may help some weakest sets/builds, such as wizard’s Vyr, but the seasonal themes change “balance” every season. For example, Ethereals will give ~x4 damage to LoD meteor compared to the current season, it’s almost twice bigger ( on paper ) than OP Soul Shards gave. But LoD is already stong while Vyr is basically weak + takes zero or weak benefit from the most of seasonal themes. So, it’s impossible to reach any balance here.
But no matter what season theme it is, the Holy Seeker is trash and patch 2.7.8 is needed to solve this problem.
Whaddya mean “a final balance patch?” I’m still waitin’ for the first one!
If they continue rotating the seasons in and out, there will never be any real balance, at least within the seasonal play.
The only place they would or should balance would be the non-seasonal side of the game. The side not affected by the season currently being used.
But that’s my opinion.
They would need to do a balance patch for each seasonal theme, as they did for S30. Otherwise, Shards will be the only season reasonably balanced (and tbh, that season needs a little more fine tuning).
Would this result in non-season being badly unbalanced? Yes, but then again, they already showed they don’t give a rat’s behind about non-season.
What has Blizzard ever done that makes people think they could balance anything?
What has this community ever said to make Blizzard think the majority want anything to be balanced?
They’ve historically been incredibly successful at achieving what I call “Relative Balance Scenario 3” in my previous post:
That literally describes, LITERALLY literally, every single Blizzard game ever created. And most games in general. And most EVERYTHING in general. Even coin flips can be heavily biased if relevant variables aren’t controlled for.
Exhibit A: literally anyone who didn’t want to main necro this season
Big problem is they are very, very, very terrible at internal testing. PTR’s are a horrible testing method as most people involved in the PTR are not testing what Blizz wants tested.
Ya.
Unless you count the countless threads over the years of people asking for balance.