Wrong way, Blizzard
-
Is this an early April fool’s joke?
Words spoken by wizards who received patch 2.6.8.
-
Wrong “content of patch 2.6.8”
Blizzard made a very serious and rudimentary mistake in patch 2.6.8.
No game company does, shouldn’t, so absolutely be careful.
A mistake that can only be seen in the beginning of the game industry.As for any game company, “Items that have already entered the user’s inventory”, do not retroactively modify (nerf).
This is a kind of “Unspoken Rule” in the game industry.
Because, these actions cause various problems.Here is a very basic explanation. (No, should I explain this?)
For example, suppose a user has an item with an attack power of 3100.
One day morning, because of the update patch, what would happen if the attack power of this item suddenly became 420? (nerf)“The ownership of the item belongs to the company. Only the right to use is granted.”
There’s no reason to say anything about it, the dispute begins as follows.
User: “Who modifies what is already in use?”
If the item is a game of value for cash, it immediately becomes a big dispute due to monetary losses.
So what is Diablo 3 situation?
To own “Deathwish” / “Etched Sigil” / “Mantle of Channelling” as a good option, suppose you did “Bounties” every day for 3 months. It would have been a lot of time and effort for the item.
But Blizzard just blew it out in patch 2.6.8 overnight.
The “efforts” and “times” that are more important than the value of cash were relentlessly blown away. The only things that come back to the user are “lost feeling” and “disappointment”.
Old wizard players are now very disappointed.
Next time, if you’re going to nerf the Witch Doctor, suddenly on all Mundunugu / Spirit Barrage core items, will you retroactively patch “While not taking damage”? (The Barber, Mask of Jeram, Ring of Emptiness, etc.)
If the patch “Squirt’s Necklace” seems to be too powerful, will you patch retroactively with “Damage taken is increased by up to 200%”?
How can you think about nerfing retroactively applied items already in use by users?
When Blizzard is renewing and buffing the existing legendary item, shouldn’t we have to eat the new drop without retrospectively applying it?
I can’t help but ask what the standard of operation is.
What will you do about the great loss and disappointment that users have received and the lost effort and time?
Is Blizzard game producer beginner?
-
Effects of the “Deathwish” / “Etched Sigil” / “Mantle of Channelling” patches
These three items are the core items used in almost all settings of the wizard.
Tal Rasha-Meteor Shower, LoD-Meteor Shower, Delsere-Energy Twister, and many more. Unlike other classes, wizards often make settings based on these three items. (These three items are used in all settings except Chantodo setting.)
As an example of another class,
-
Barbarian: Wastes / Raekor / Immortal: consist of different items / sharing accessories
-
Crusader: Akkhan / Valor / Invoker: consist of different items / sharing accessories
Other classes (Demon Hunter, Witch Doctor, etc.) are mostly similar.
However, the wizard is not.
Almost every setting in the wizard is based on these three items (Deathwish / Etched Sigil / Mantle of Channelling). Literally, these three items are “core items” for the wizard.And, all three items support “Channelling Buff”.
In Patch 2.6.8, all of this suddenly changed to “while casting for over 1 second”. This causes so many problems that the wizard cannot tell.
Due to the nature of the wizard’s combat play,
-
“You must use Teleport while channeling” - Survival Purpose
-
“You must use a Manual Skill while channeling” - Battle purpose
Anyone who has ever played a wizard will know that these two actions are inevitable.
However, these actions now make the “Channelling Buff” disappear [immediately].
If “1 second” passes again, you will receive the Channelling Buff.
In the meantime, if you teleport again to survive,
[Repeat again] You will not receive the “Channelling Buff”.Control impairing effects such as Stun / Freeze / Fear / Knockback, even if they are not two actions (Teleport / Manual Skill), this also causes “Channelling Buff” to disappear [immediately] if received.
Teleport to survive, and Manual Skill to attack, all will not receive Channeling Buff. In addition, if control impairing effects are caught, this will also not receive the Channeling Buff.
Actually after patch 2.6.8, if you play the wizard battle with these settings, you will not receive the “Channelling Buff” properly.
Then the existing settings, are these settings such as Tal Rasha-Meteor Shower, LoD-Meteor Shower, Delsere-Energy Twister, etc. so powerful?
So did you nerf?
Oh no. No way.
These settings were far weaker than most other class settings.
As a result it was almost impossible to name the leaderboards with these settings.However, even this was completely destroyed after patch 2.6.8 was applied. It has been set to a level that cannot be used at all, and no one is using it anymore.
Now in the wizard’s settings, only the “Chantodo” setting remains unaffected by this. And Chantodo has already been nerfed and still nerfed.
Should all wizards play nerfed “Chantodo” now?
-
-
Wrong “How to get rid of the Bazooka Wizard”
Blizzard seems to have wanted to get rid of the Bazooka Wizard. Blizzard has been mentioned in the past, so you may have released these 2.6.8 patches.
There are many reasons for that,
- GR150 is end, it’s so easy with a bazooka wizard
- Unusual build - even macros should be used
- How long should the wizard be the top of the attack ability?
There will be this much.
Certainly the bazooka wizard’s attack ability at the time was excellent. So it is believed that the basis, about the three items (Deathwish / Etched Sigil / Mantle of Channelling), a retrospective nerf of “more than 1 second” would have been applied.
By the way, this is not only to stop the Bazooka wizard. Didn’t you ever think that you would destroy most of the wizard settings?
As someone wrote in the Wizard Forum,
- The “Archon” skill and the “StarPact” skill cannot be equipped to the skill bar at the same time.
If this is the patch, the Bazooka Wizard will no longer be able to. In addition to this, there are a myriad of methodologies to prevent the bazooka wizard.
Enough, leaving most of the rest of the wizard’s settings intact, it is possible to disable the bazooka wizard. By the way, Blizzard didn’t do that, and destroyed almost all of the wizard’s settings. Even the weak wizard’s various settings were made completely out of trash.
Why did you make that wrong choice?
-
Is “Bazooka Wizard” a build that should be removed?
In fact, the Bazooka Wizard is an interesting build.
The task of attacking is very complex and sophisticated.
Wave of force (stack), Arcane Dynamo (stack), Convention of Elements (cycle), Archon (stack, cycle), Generate Oculus Ring area, Distance (Zei’s Stone of Vengeance), etc.
These things have to be done in real-time and dynamic. Any mistakes not allowed.Moreover, in this process, it can’t be done without the help of party members. It’s a complex and difficult, at the same time, party-specific build. It is no exaggeration to say that the most complex and difficult wizard build in the history of the previous Diablo 3. Some even called the bazooka wizard’s build “The Most Beautiful Build in Diablo 3.”
The most complex and difficult to configure in the Diablo 3 gaming environment, that’s why it’s such an attractive build that anyone wants to challenge at any time.
Did you have to drop these wizard builds?
After patch 2.6.8, see Witch Doctor.
Currently, the Witch Doctor with Mundunugu / Spirit Barrage setting is already completely replacing the Bazooka Wizard. The attack ability is also excellent. Furthermore, the attack method is also relatively convenient compared to the existing bazooka wizard, and the attack cycle is also fast.
Especially in single play, the Mundunugu / Spirit Barrage Witch Doctor is more convenient and powerful than the bazooka wizard.
Personally, by playing Mundunugu / Spirit Barrage Witch Doctor, GR140 was cleared, and the current satisfaction level is high.
I hope the current Witch Doctor’s abilities are not nerfed, I think it is the right level.
The diversity.
Blizzard has always said, “Wait for a variety of your choices”.
Look at the party structure of the current public game. (Non-season, see 4-player leaderboards)
All are Mundunugu / Spirit Barrage Witch Doctor. There are no other damage dealers. It is only the Witch Doctor. There is no choice.
Is this Blizzard’s diversity?
Diversity: Wasn’t it possible to choose among various things?What do you think would happen if the bazooka wizard is back now?
Going back, do you think all users will be partying only with the bazooka wizard?At the party, Mundunugu / Spirit Barrage Witch Doctor’s attack ability has already been proven. At the party, the [Witch Doctor or Wizard] will be the damage dealer. And GR’s clear time will be similar.
Two suitable options.
Wasn’t this diversity?If later, “Cluster Arrow” Demon Hunter’s resurrection (buff), as a damage dealer, how about this [Wizard / Witch Doctor / Demon Hunter] ?
What about Necromancer, who is also active in the season?
Another class will of course be possible.Diversity means “when there are multiple options” to describe it as diversity.
The problem that bazooka wizards should use “macro”?
Paradoxically,
Have you ever thought about patching users to play the bazooka wizard without using the “macro”?
Have you ever thought about patching to show the party member’s “Convention of Elements” cycle?Which direction do you think is the better way?
Do you think the answer is to block and control users from being unconditionally?
Don’t you think Blizzard’s actions (operations) are blocking diversity?
Saying that you are pursuing diversity, are you blocking it by action?Eventually, if you keep it as it is, Mundunugu / Spirit Barrage Witch Doctor someday later, also like the Bazooka wizard did, is it possible to be discarded with “retroactively nerf applied” to the core item?
No one will like to retroactively apply “Random-Nerf” to items that they have earned and tried hard.
When the time comes, as the wizard players do now, old Witch Doctor players will be greatly disappointed and left.Is Blizzard’s operation now planned to make users leave the game?
To make the server light … Is it intended?
-
Two ways.
Nerf, Buff.
Players were asked to raise the GR limit above 150, and Blizzard has already said it’s difficult due to a number of related issues. And many players now understand the position of Blizzard.
If so, is there no way at all?
Shouldn’t we find a way in a given environment?Blizzard can solve this by doing a buff. (Not nerf!)
See below.
- Now in GR, “Ancient Elite” / “Primal Ancient Elite” will appear.
- The Ancient Elite is 5 times stronger than the Basic Elite, and the Primal Ancient Elite is 10 times stronger (strength / attack power)
- Based on the progress of the GR, these elites appear repeatedly as many as the “number of parties”. (1 Player = 1 time on near progress 50%, 4 Players = 4 times on near 20%, 40%, 60%, 80%)
- If the player does not kill these elites, the Last Rift Guardian will not appear. (Even if the progress is 100%)
- These elites have an attribute of “Juggernaut” by default, but do not take increased damage.
- When a battle begins with these elites, all players in the GR are forced to move to where the battle started. (Even if the player is on a different floor)
- These elites drop the appropriate “purple Progress Orbs”.
- As the difficulty of GR increases, the reward for each GR (number of items, etc.) is adjusted.
Or
- Rift Sub Guardian now appears near 50% of GR progress.
- Rift Sub Guardians have 50% strength and attack power for Last GR Guardians. (This is adjusted to 50%, 66%, 83%, 100% depending on the current number of party members)
- If the Sub Guardian is not killed, the Last GR Guardian will not appear.
- Even if the Sub Guardian appears, other monsters will not disappear.
- Even if the Sub Guardian is killed, it does not affect the GR progress.
- As the difficulty of GR increases, the reward for each GR (number of items, etc.) is adjusted.
Or simply,
- The Greater Rift Guardians now appear two (or three, random). (Like Uber bosses)
- As the difficulty of GR increases, the reward for each GR (number of items, etc.) is adjusted.
Or more simply.
- The difficulty of all GRs has increased.
- Based on the difficulty of the current GR150, it has been set to GR145.
Yes, this is to buff another side, GR.
(It’s just a rough assumption, so you can’t actually apply it. If you do, you’ll need a lot more fine-tuning.)Why “never modify the GR system”, just try to push all players there? Even with minor modifications to the GR system, you can adjust the balance as much as you like. In this way, it is possible to adjust sufficiently without nerfing anything related to the player.
Assuming that the “enhanced GR” system is applied similar to the one above, it would be fun to think about competing with the existing Mundunugu / Spirit Barrage Witch Doctor and the existing bazooka wizard in that environment. Also, other damage dealers could be added. (The fun of seeing the leaderboards will also be different)
Nevertheless, if the GR150 is easily cleared again, you can come up with another idea without nerf.
As a way to balance the tilted scale, there is a method to reduce the weight on the heavy side, and another method to increase the weight on the light side.
A nerf like patch 2.6.8 takes away the effort and time of the players, causing the players to feel disappointed and lost. There are a number of losses for Blizzard and players.
However, this methodology can make users think “I want to be stronger than I am now.” (Because Blizzard did not nerf anything related to the player, just GR is stronger)
There are two ways.
One is how Blizzard has already done, “forces to break the player’s hands and feet”, and the other is to make the player think of “I want to be stronger than this.”
Which do you want to choose?
In fact, it’s appropriate for Blizzard to find and suggest this methodology. They’re there to do this.
Isn’t it a bit awkward for players like me to suggest this?
Are you walking the right way, Blizzard?
-
Time is passing.
Even while writing this now, time is passing.
Anyone can make instantaneous mistakes.
Making mistakes is not a sin.
What truly needs courage, to admit and reverse mistakes.Even if Blizzard probably read something like this anyway, due to pride, it is expected that the patch will not be restored.
The flow of the future is obvious.
Adjusted to increase damage for wizards and other set items while maintaining the current 2.6.8 patch status. (Tal Rasha, Firebird, Delsere, etc)
You will do these things.The important fact is that the more Blizzard already does this, the more users are turning away from them.
You know the term “Golden Time”.
There is not much time left to take courage.
-
More urgent than anything
Blizzard doesn’t seem to know what’s more urgent, so just write it down.
- To run “Botters”, go to the ASIA server.
How many “Botters” are there on ASIA servers?
Perhaps the number of “Botters” users is higher than that of regular users.
When is the “Botters” cut of the ASIA server?
For Blizzard, is fair competition among users no longer meaningful?
Is this operating method the same even if Diablo 4 is released?
; - When hitting multiple monsters, also known as Area damage lag
When will the server lag be fixed?
Known as Pain Enhancer lag, Area damage lag, etc., especially when channeling.
Server lag occurs so that the game cannot be played.
Due to the nature of the GR system, in environments where “driving monsters” are inevitable, server lag that is activated immediately when you do “driving monster” to some extent.
Is Blizzard impossible to reproduce?
;
How to reproduce at Blizzard office :
4 Barbarian with Wastes / whirlwind, low attack, high toughness
4 people party GR130+ enter and hunt with “driving monsters” in the center
;
This is not a one-day-old problem.
Maybe it is a protocol error related to damage calculation, or it is presumed to be a problem of the client / server communication design method itself.
Any ideas to fix for years?
“Cannot create more units”, a famous and persistent problem with StarCraft.
Didn’t you solve the problem eventually?
Can you get some advice from the StarCraft team?
Shouldn’t we find a way if we have the will?
Is the “server lag problem” responsible for the user?
(This well-known problem is not to blame the user’s environment)
; - Don’t fix minor bugs at all?
- Bounty hunting cannot be completed (ACT1-Soul Jar, etc.)
- Monsters that can’t be killed (characters are attacked, more often these days)
- When can “Overseer Lady Josephine” see the Head properly? (Pet)
- Why is Necromancer “Shoulder Armor” only marked as “Shoulder” when dropped? (All other classes are marked “Shoulder Armor”. Blizzard Korea translation problem?)
- If “Gelatinous Sire and Gelatinous Spawn” is processed quickly, the problem of items not falling. Don’t fix it?
- To run “Botters”, go to the ASIA server.
-
What everyone should remember
Blizzard seems to be focusing on Diablo 4 development.
Diablo 4, there are some expectations.
There are some parts that are not very expected.In Diablo 3, this is a product that is currently on sale.
Without taking care of the products currently on sale,
“Please look forward to the products we will sell in the future”Is this expected?
I write it down again,
Diablo 3 is a product currently on sale.Hopefully there will be more complete updates in the future.
-
I used a translator.
I did not have English writing skills, so I used a Google translator.
Original text is Korean, if there is a translation that I did not intend, please let me know in the comments.
-
Updates
2020-03-27, Section #5 “Two ways” inserted