The issue here is not just imbalanced damage output to damage mitigation ratio. Developers seemingly don’t want PvP to prevail because they can not predict the outcome of it, on the account of server performance. I can’t justify their actions of gradually killing this scene otherwise.
For example in a 4-player free for all brawl, there will be a mass of area damage and damage over time spells (hint: bleed and summons are overpowered in brawl), that’s not entirely good for server performance if any player can withstand so many damage from other 3 players or keep sending mass summons or inflict damage over time. That means lots of calculation traffic sent to the server just for a mindless fun and it appears developers had no time for players having fun.
Follow up issues are as always damage-defense ratio and how it became impossible to tank anything; this is just on the surface. Another glaring flaw, deep beneath is the power gap between player bases and how a “one fit all” model from 6-7 years ago doesn’t fit anymore.
A damage mitigation ruleset like 99.99% will only encourage stalemates. With no global punishment, ultimate transform abilities with abused attack speed will overwhelm the best defenses without even trying. Playing in a vast empty space without resources won’t allow player to utilize other possible aspects of the build such as speed or personal skills like positioning and timing to their advantage.
These all needs to be addressed.
Before damage increased to the point of quadrillions and gazillions, brawl was possible with shields, high block rate and very high end full augments gear. This means about 3-5 months of full grinding just so you can find other people who really invested and wasted their time on this game as you are.
Now after overall damage of sets get a 3.5-5.5x buff, it’s not possible to tank anything anymore and general damage mitigation helps nothing to balance the game. It needs to be scaled and for the issues of superior powers they must come with a penalization for balance.
But who am I kidding? They will never introduce any penalties to this game just to keep players arrayed into the sand pit area they wanted. The build diversity we’re looking at is just a crumb of cookies we trail chase. Ain’t we all?
The thing is, even PvP becomes a playable separated mode, I’m willing to bet that they want nothing to do with it. Because:
- Server performance is always unpredictable when you pit 4 players against each other and let them summon and abuse whatever they want. They won’t move an inch without playtesting the predicted outcomes and how it can affect server when it becomes popular. They can’t stand to create potential stalemates that scour the servers to begin with.
- Current system will not work by any practical means so they have to back to the drawing board to start with. First, they have to introduce a separated (just like adventure, story and challenge, there will be a fourth; PvP) scaling system that fit for most of the builds by considering their highest GR clear and base average plvl clears. Secondly, they have to implement this to the current casual match finding system with filters to determine damage mitigation.
- Most of the previous designers (one item designer I know for a fact at least) and some developers of Diablo 3 currently working on Diablo 4 or Diablo Immortal. Unless they have a great passion in Diablo 3 I doubt they’d return to make new content for this game. As I gathered from the all recent updates following the copied formula of 50-60% damage reduction followed by 10000-20000% more damage to the specific skill Sets, I guess they lost the passion part years ago.
- Practicality and sustain is always questionable. After active trading is gone and everything resolved with exchanges the community can not actively interfere with PvP scene to fix the broken at all. This means the developers have to actively think of all the possibilities to temper the impact.
I’m not even mentioning the designing items and arena maps for different tilesets, environment to balance different traits and utility aspects of different builds. This includes creating chokes, enclosed areas, splitting sightlines, placing shrines, pedestals and trap mechanisms at different arenas for diversity.
For balance issues even at a Brawl level they have to identify anything that might disrupt the balance between builds; any skill that might be deemed too overpowered to use in the brawl area must be disabled through skillrune types by class besides removed plvl bonuses.
For example; Demon Hunters might have overpowered Indigo and Crimson type skillrunes that will get disabled when they step inside the brawl area; for Crusaders it can be Obsidian and Indigo and Barbarians might have Gold and Alabaster skillrunes too overpowering to use in brawl as well.
Even the most flatten out experience in PvP, the Brawl, needs tweaking for it to be any practical. That’s the result of being gradually broken by power creep.
Regarding the last point above, even if they introduced the PvP they can not entice the player for long even with bets system. When compared by the time efficiency the usual farming most likely to grant you more mats for the effort you shown in the arena.
Sure some people will enjoy going at it but it won’t change the fact that you have to grind to the tooth and nail for months just to participate in a very silly five minutes match and have your fun. There will be veteran players who have been playing since day one and waiting for a signal that could smash any average player.