I think it is to late to go down this route, but if I were Blizzard, I would have first off not gimped the group scaling. 2 players equals 100% extra damage and hp to reflect two players.
Then, I would have considered a diminishing return on damage reductions. Maybe have it be that every additional DR applied to the player when in a group of 2 or more players has a 5% decrease in affect (5% then 10% then 15% applied to each new source moving forward.)
Bottom line, they did so much to make people play in a group that it left solo players in the dust, which is completely unacceptable imo, and changes should have been made to clear this up earlier in the process. That is why I hate how they nerf damage numbers for group comp dps which essentially destroy the build for solo play. Nobody is pushing the LB as a support player solo, that is why I would be doing things to impact that route of the group mechanic aspect.
2 Likes
We want it nerfed so that the hardest difficulty in the game is actually challenging again. No clue if you play in meta group setups, but everyone I know that does did not enjoy steam rolling 150s last season. Most quit early on due to this actually.
Also yes we are basing our recommendations on other people’s gameplay because it was done by someone in the test environment. That’s literally what the ptr is for. Trying to break the game with the new items and then giving feedback based on what we are now capable of.
We aren’t advocating to get these builds nerfed to the point of t16 being difficult, not even close. Heaven forbid people actually want some sort of challenge in the game.
1 Like
Then would it not be better if you ask for the health and DR % to the mobs to be removed slowly as you go up in gr’s.
As in right now, if I remember right they set it up as
2 man = 25%
3 man = 50%
4 man = 75%
reduction to health and DR of all mobs in the gr.
so why not go with something like this: starting at gr101 they remove 2% of the reduction and for each level of gr going up they remove 2% reduction.
So at gr150 for a 3 man group all mobs would be at full health and DR.
4 man would have mobs at 75% health and DR.
What is the challenge though? That monsters hit you harder?
There is no difference from T1 to T16 to GR150…Thats a pretty big problem!
Ok my 2nd wd new set review from ptr. Fist review was a big thumbs down both thumbs. But now i have went to 2 thumbs up. In love with Spirit Barrage. Just hoping it don’t get changed its perfect to me )))))))
Challenge is actual playing skills, which most player do not start to understand until they get up to 4-5 thousand paragons. Yep skills
The challenge? It used to be within the same regard to solo - push as high as you can whilst fighting to out tier your competition. This has been thoroughly gutted by Blizzard with recent (read season 16 onward) patches.
As for this it is simply not true in that facet of group play - solo can be argued otherwise (as I generally stick strictly to group play). The game’s core mechanic/objective is to loot and grow stronger via augs/upgraded gear/para/gems ect. The meaning for tiers is to give that new found gear and items a sense of progression to their/your time spent. Not to mention your builds will most certainly differ per your objective; Be it keys, solo push, group speeds and so on.
Another point to be brought is if your line of thinking is such as this, why are you so against a nerf in WD then? It would be of no difference to you if it ended up making you do a lower tier. As you said it makes no difference to you (or so I assume).
1 Like
oh now I get it. you are crying because you can’t be #1 because there are so many other people with better gear and higher paragon because they play the game a lot more than you do?
The enjoyment is that you can choose your own goals interests accomplishments with this Diablo game. If your limited i say that limit is only because you cant find something new to do. For example get 2 new wings by doing the dungeon sets. New solo high. Meta group play. Crafting and testing new builds. Creating new fun to play builds. Cosmetics pets and wings. The list is very very long.
Why are you trying to picture me with a victim complex? My outlook is that WD is an outlier among-st even the other 150 capable comps. It’s virtually identical to Season 16/17 Bazooka wizard, hence my calling for a nerf.
My main objective is to make the GR 150 tier a challenge again that is fun to tackle for any and all, not some petty thing such as hate towards others if I cannot reach Rank 1.
1 Like
No clue if you play in meta group setups, but everyone I know that does did not enjoy steam rolling 150s last season. Most quit early on due to this actually.
this is nonsense. s19 offered so many amazing possibilities for 150 meta because you could have the angels killed the RG. running with two barbs, the heck you could even run with zDH and zSader. it was - and still is - a lot of fun and it is really sad to see s19 go
Yes there is a difference for those that enjoy reaching new personal bests. If I wanted to do time trials aka who can do 150 the quickest, I’d play a racing game.
I don’t want to get back to the time where you had to waste 100 keys to get a successful 150. or fishing for blighter. this is just pure frustration that drives you away from the game
1 Like
Have you read anything of which I’ve posted? I haven’t a clue as to what you’re saying to be quite honest.
The only reason there was variation in the meta last season is because the monk, barb, and wizard could 3 man a 150 with the 4th person essentially irrelevant.
As you said the rgk was angels so that position of the team composition was no longer needed. You basically got a participation trophy if you were not one of the three main roles. If you enjoyed that cool that’s your opinion, but the devs made 150 meaningless with last season’s theme as far as I’m concerned.
I can agree with you that fishing for blighter was a terrible experience, but Blighter was not a need to be able to do 150 in any season that the tier was achievable (14/15 onward). On that note, I can almost guarantee you blighter fishing will come back in full force this coming s20 for rank 1 pushes. It’s a boring play-style but necessitated at that level of a time-attack.
As for using 100 keys for a successful 150. That’s what the fun is all about pushing the limit of what you personally are capable of clearing; It should be a hard fought battle. I will say 100 keys is on the incredibly low-end as well. When going for the absolute best of times I’ve ripped up-to 500-600 keys a day.
1 Like
good for you if find that desirable, but I guess most players don’t
Indeed it can be seen as something undesired by others, but it is rather absurd for top-end to never get any form of balance for them. As opposed to the more casual side who get virtually every patch catered to them. I am not saying that I am angry about that - it’s just how blizzard built their patch model. I am just asking for an update catered towards the other type of players every once in a while.
1 Like
what does “balance for top-end” even mean?
I mean lowering the damage creep enough to where 150 becomes more of a challenging tier to push, rather than it being a speed run/blighter fish. I don’t know what effects it would have on the solo classes affected by the changes and would need more time to think about that.
E: Words are hard to type
1 Like