Wrong way (completed, original text included)

Wrong way, Blizzard


  1. Is this an early April fool’s joke?

    Words spoken by wizards who received patch 2.6.8.


  1. 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 “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?


  1. 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?


  1. 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?


  1. 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?


  1. 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?


  1. 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.


  1. More urgent than anything

    Blizzard doesn’t seem to know what’s more urgent, so just write it down.

    1. 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?
      ;
    2. 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)
      ;
    3. Don’t fix minor bugs at all?
      1. Bounty hunting cannot be completed (ACT1-Soul Jar, etc.)
      2. Monsters that can’t be killed (characters are attacked, more often these days)
      3. When can “Overseer Lady Josephine” see the Head properly? (Pet)
      4. Why is Necromancer “Shoulder Armor” only marked as “Shoulder” when dropped? (All other classes are marked “Shoulder Armor”. Blizzard Korea translation problem?)
      5. If “Gelatinous Sire and Gelatinous Spawn” is processed quickly, the problem of items not falling. Don’t fix it?

  1. 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.


  1. 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.


---------- Below is original text (Korean) ----------


Wrong way, Blizzard


  1. Is this an early April fool’s joke?

    패치 2.6.8 을 받아든 마법사들이 내뱉은 말.


  1. 잘못된 “패치 2.6.8 의 내용”

    Blizzard 는 패치 2.6.8 에서 매우 중대한, 그리고 초보적인 실수를 저질렀다.
    그 어느 게임회사도 하지 않는, 해서는 안되는, 그래서 절대적으로 주의하는 그러한.
    과거 게임산업의 태동기 쯤에나 볼 수 있는 그런 실수.

    현재 어느 게임회사도, “이미 유저의 인벤토리에 들어간 아이템” 에 대해서는 소급하여 임의 수정(너프) 을 가하지 않는다.
    이것은 게임 업계에서의 일종의 “불문율” 이다.
    왜냐하면, 이러한 액션은 여러가지의 문제를 야기하기 때문이다.

    다음은 아주 기초적인 설명이다. (아니 이런걸 설명해야 하나?)

    예를 들어, 어느 유저가, 공격력이 3100 정도인 아이템을 소유하고 있다고 가정하자. 어느날 아침, 업데이트 패치로 인하여, 갑자기 이 아이템의 공격력이 420 이 되어버리면 어떻게 될까? (nerf)

    “아이템의 소유권은 회사에 있다. 이용권한만 부여받은것 뿐이다.”

    등의 문제를 따지고 말고 할 이유도 없이, 이것은 바로 다음과 같이 분쟁이 시작된다.

    유저 : “이미 사용중인 것을 누가 수정합니까?”

    만약 아이템이 현금의 가치를 갖는 게임이라면, 즉시 금전적인 손실 때문에 큰 분쟁이 된다.

    그렇다면 디아블로3 상황은?

    “유언” / “문장각인” / “집중의 어깨걸이” 를 좋은 옵션으로 소유하기 위해, “현상금 사냥” 을 3개월 동안 매일 했다고 가정하자. 그 아이템을 위해 많은 시간과 노력을 들였을 것이다.

    그런데 이것을 Blizzard 는 패치 2.6.8 에서 그냥 하루아침에 날려버렸다.

    현금의 가치보다 더욱 더 소중할 수 밖에 없는 “노력” 과 “시간” 을 가차없이 날려버렸다. 유저에게 돌아오는 것은, “상실감” 과 “실망감” 뿐이다.

    지금 오래된 마법사 플레이어들이, 대단히 크게 실망했다.

    다음에 만약, 부두술사를 너프할 예정이라면, 갑자기 모든 문두누구/혼공 코어 아이템에, “피해를 받지 않는 동안” 이라고 소급 패치를 할 것인가? (이발사의 단도, 제람의 가면, 공허의 반지 등에)

    만약 “꼬맹이의 목걸이” 효과가 너무 강력한 것 같아서 패치를 하게 되면, “받는 피해 200% 증가” 라고 소급하여 패치를 할 것인가?

    어떻게, 이미 유저가 사용중인 아이템을 소급 적용 너프할 생각을 할 수가 있는가?

    정작 Blizzard가 기존 전설아이템을 리뉴얼(버프) 해서 내 놓을때에는, 절대 소급적용하지 않고 새로 드랍된 것을 먹어야 되지 않았던가?

    도대체 운영의 기준이 무엇인지 묻지 않을 수가 없으며,
    유저들이 받게 된 큰 상실감과 실망감, 그리고 빼앗겨 버린 노력과 시간은 어떻게 할 것인가?

    Blizzard 게임 프로듀서는 초보인가?


  1. “유언” / “문장 각인” / “집중의 어깨걸이” 패치 의 영향

    이 세가지 아이템은, 마법사의 거의 모든 세팅에서 사용되어지는 핵심 아이템이다.

    탈라샤-운석소나기, 꿈의유산-운석소나기, 델세르-돌개바람, 이 외에도 무수히 많다. 다른 클래스와 다르게 마법사는 이 세가지 아이템에 기반하여 세팅을 이루는 경우가 대부분이다. (찬토도 세팅을 제외한 모든 세팅에서 이 세가지 아이템이 사용되어진다.)

    다른 클래스의 예로,

    • 야만용사 : 황야 / 래코르 / 불멸왕 : 서로 다른 아이템으로 구성, 악세사리 정도 공유
    • 성전사 : 아크칸 / 용기 / 선동자 : 서로 다른 아이템으로 구성, 악세사리 정도 공유

    또 다른 클래스(악마사냥꾼, 부두술사 등) 들도 대부분 비슷하다.

    그런데, 마법사는 그러하지가 않다.
    마법사의 거의 모든 세팅에서 이 세가지 아이템 (유언/문장 각인/집중의 어깨걸이) 을 기반으로 세팅된다. 말 그대로 이 세 아이템은 마법사에게 있어서 “핵심 아이템” 이라는 것이다.

    그리고, 이 세가지 아이템은 모두 “채널링 증뎀” 을 지원하는 아이템이다.

    이것이 패치 2.6.8 에서 갑자기 모두 “1초 이상 시전하는 동안” 으로 바뀌었다.
    이것은 마법사에게 이루 말할 수 없는 매우 많은 문제를 야기한다.

    마법사의 전투 플레이 특성상,

    • “채널링을 하는 동안에 순간이동을 써야만 한다” - 생존 목적
    • “채널링을 하는 동안에 수동스킬을 써야만 한다” - 전투 목적

    이 두가지 행동은 마법사를 플레이 해본 사람이라면, 불가피한 행동이라는 것을 잘 알 것이다.

    그런데, 이러한 행동들은 이제 “채널링 증뎀” 을 [즉시] 사라지게 만든다.
    다시 “1초” 가 지나야 채널링 증뎀을 받게 되는데,
    그 사이에 생존을 위해 또 순간이동을 하게 된다면,
    [연속하여 계속] “채널링 증뎀” 을 받지 못하게 된다.

    두가지 행동 (순간이동/수동스킬) 이 아니더라도, 기절/빙결/공포/밀치기 등의 제어방해를 받는다면 이것도 역시 “채널링 증뎀” 을 [즉시] 사라지게 만든다.

    생존을 위한 순간이동도, 공격을 하기 위한 수동스킬도 모두 채널링 증뎀을 받지 못하게 되는것인데, 거기에 더하여, 제어방해 라도 걸리면 이것 또한 채널링 증뎀을 받지 못하게 되는 것이다.

    실제로 패치 2.6.8 이후에, 이러한 세팅으로 마법사 전투 플레이를 해보면, 제대로 “채널링 증뎀” 을 받을 수 없다.

    그렇다면 기존의 세팅들, 탈라샤-운석소나기, 꿈의유산-운석소나기, 델세르-돌개바람 등의 이러한 세팅이 너무나도 강력했던가?

    그래서 너프를 한 것인가?

    오 노. 그럴리가.

    이러한 세팅들은 거의 대부분의 다른 클래스의 세팅에 비해 턱없이 약했다.
    그로인해 이러한 세팅들로 순위표에 이름을 올리는 건 거의 불가능할 정도였다.

    그런데, 이 마저도 패치 2.6.8 이 적용된 후에는 완전히 망했다. 아예 사용할 수 없는 수준의 세팅이 되어버렸고, 이제 더 이상 아무도 이러한 세팅을 하지 않는다.

    이제 마법사의 세팅에서, 이러한 내용에 유일하게 영향받지 않는 “찬토도” 세팅만이 남아 있을 뿐이다. 그리고 찬토도는 이미 너프당했고, 아직도 너프당한 상태 그대로다.

    이제 마법사는 모두 너프당한 “찬토도” 를 플레이 해야 되는가?


  1. 잘못된 “바주카 마법사를 없애는 방법론”

    Blizzard 는 바주카 마법사를 없애고 싶었던 것으로 보인다. 과거 Blizzard 의 언급도 있었고, 그래서 이러한 2.6.8 패치를 내 놓았을 것이다.

    그 배경에는, 여러 이유가 있을 것인데,

    • “대균열은 150단이 끝인데, 바주카 마법사로 너무 쉽게 깸”
    • “비정상적인 빌드임 - 매크로까지 써야 함”
    • “도대체 언제까지 마법사가 공격 능력의 탑 이어야 하는가”

    이 정도가 있을 것이다.

    확실히 당시의 바주카 마법사의 공격 능력은 탁월했다. 그래서 그 기반이라고 생각되어지는, 세가지 아이템 (유언/문장 각인/집중의 어깨걸이) 에 대하여 “1초 이상” 이라는 임의수정을 소급 너프 적용했을 것이다.

    그런데, 이것은 바주카 마법사만을 못하게 하는 것이 아니다. 거의 대부분의 마법사 세팅을 망가뜨리게 될 것이라는 생각은 하지 않았는가?

    누군가 Wizard Forum 에 적은 것 처럼,

    • “마인” 기술과 “별의 약속” 기술은 동시에 스킬창에 장착 할 수 없습니다.

    만약 이러한 패치면, 바주카 마법사는 더 이상 할 수 없을 것이다. 이 외에도 바주카 마법사를 못 하게 하는 방법론 적으로는 무수히 많다.

    충분히, 나머지 마법사의 거의 대부분의 세팅은 그대로 살려둔 채, 바주카 마법사를 동작하지 못하게 할 수 있다는 것이다. 그런데, Blizzard 는 그리하지 않았고, 마법사의 거의 모든 세팅을 망가뜨렸다. 그 마저도 약한 마법사의 다양한 세팅들을, 완전 쓰레기로 만들었다.

    왜 그런 잘못된 선택을 했는가?


  1. 과연 “바주카 마법사” 는 없애야 하는 빌드인가?

    사실 바주카 마법사는 참으로 흥미로운 빌드이다.

    공격을 하기 위한 작업이 매우 복잡하고, 정교해야 한다.

    힘의 파동 (스택), 마력 증폭 (스택), 원소의 회동 (싸이클), 마인 (스택, 싸이클), 눈동자 반지 효과 만들기, 거리 유지 (제이의 복수) 등.
    이러한 것들이 실시간으로 다이내믹하게 이루어져야만 한다. 하나라도 실수하면 안된다.

    더군다나, 이러한 과정에서 파티원의 도움이 없이는 도저히 이루어 질 수 없는, 복잡하고 어려운 동시에, 파티플레이 에 특화된 빌드이다. 역대 디아블로3 역사상 가장 복잡하고, 어려운 마법사 빌드라고 해도 과언이 아니다. 어떤이는 바주카 마법사의 빌드를 “디아블로3 에서 가장 아름다운 빌드” 라고 까지 불렀다.

    디아블로3 게임 환경에서 구성가능한, 가장 복잡하고 어려운, 그렇기 때문에 언제든, 누구라도 도전해 보고 싶은 그런 매력적인 빌드.

    이러한 마법사 빌드를 꼭 버려야만 했는가?

    패치 2.6.8 이후, 부두술사 를 보라.

    현재 문두누구/혼공 세팅의 부두술사 는 이미 바주카 마법사를 완전히 대체하고 있으며, 그 공격 능력 또한 탁월하다. 더군다나, 공격 방법 또한 기존 바주카 마법사에 비하여 비교적 편리하고, 공격 싸이클 또한 빠르다.

    특히 싱글플레이에서는 압도적으로,
    바주카 마법사보다 문두누구/혼공 부두술사 가 편리하고 강력하다.

    개인적으로, 문두누구/혼공 부두술사 를 플레이하여, 대균열 140단을 클리어 하였고, 현재 만족도는 높은 편이다.

    나는 현재 부두술사 의 능력이 너프되지 않기를 바라며, 적당한 수준이라고 생각한다.

    다양성.

    Blizzard 는 항상 “다양한 여러분의 선택이 있기를 기다립니다” 라고 말해왔다.

    현재 공개 게임의 파티구성을 보라. (스탠, 4인 순위표 를 보라)

    모두 문두누구/혼공 부두술사 뿐이다. 그 어느 다른 데미지 딜러도 없다.
    오로지 부두술사 다. 선택의 여지가 없다.

    이것이 Blizzard 가 말하는 다양성인가?
    다양성 : 여러가지 중에 선택이 가능한 경우가 아니던가?

    만약, 지금 바주카 마법사가 돌아온다면 어떨 것이라 생각하는가?
    다시 되돌아가서, 바주카 마법사로만 파티구성이 될 것 같은가?

    이미 파티에서 문두누구/혼공 부두술사 의 공격 능력은 검증되었고,
    파티에서 데미지 딜러로 [부두술사 또는 마법사] 가 자리 잡을 것이다.
    그리고 대균열의 클리어시간 또한 비슷한 수준이 될 것이다.

    적당한 두개의 선택지.
    이러한 것이 바로 다양성 아니던가?

    만약 차후에 “확산탄” 악마사냥꾼 의 부활 (버프) 로 데미지 딜러로
    [부두술사/마법사/악마사냥꾼] 이건 어떠한가?
    또 시즌에서 활약중인, 강령술사 는 어떠한가?
    또 다른 클래스도 당연히 가능할 것이다.

    다양성이라는 것은 “여러가지의 선택지가 있을때” 그것을 다양성이라고 표현하는 것이다.

    바주카 마법사는 “매크로” 를 써야 한다는 문제?

    역설적으로,
    “매크로” 를 사용하지 않고도 바주카 마법사를 할 수 있게 패치할 생각은 해 보았는가?
    파티원의 “원소의 회동” 싸이클 을 보여줄 수 있게 패치 할 생각은 해 보았는가?

    어느 방향이 더 나은 방법이라고 생각하는가?

    무조건 유저들로 하여금 하지 못하게 가로막고 통제하는 것이 답이라고 생각하는가?
    지금 Blizzard 가 하고 있는 행위 (운영) 이 다양성을 가로막고 있다는 생각은 안 드는가?
    말로는 다양성을 추구한다면서, 행동으로는 막고 있는?

    결국, 현재의 상태 그대로 유지하게 된다면, 나중에 언젠가는 문두누구/혼공 부두술사 또한, 바주카 마법사가 그랬던 것처럼 느닷없이 핵심 아이템에 “소급 너프 적용” 을 받고 사장되어 지는것인가?

    그 누구도 열심히 노력하고 시간들여 취득한 아이템에, “임의수정-너프” 를
    소급 적용하는 것을 좋아할 유저는 없을 것이다. 그때가 오면, 지금 마법사 플레이어들이 그런 것 처럼, 오래된 부두술사 플레이어들이 크게 실망하고 떠날 것이다.

    지금 Blizzard 가 하고 있는 운영은, 차츰 유저들이 게임을 떠나게 만들려는 계획적인 것인가?
    서버를 가볍게 만들기 위해… 의도된 것인가?


  1. 두가지 방법

    너프, 버프.

    플레이어들이 GR 의 한계단수를 150 보다 위로 올려달라고 물어보았고, 블리자드는 이미 그것은 여러가지 관계된 사항들로 인해 어렵다는 이야기를 한 바 있다. 그리고 현재 많은 플레이어들은 그러한 블리자드의 입장을 잘 이해하고 있다.

    그렇다면, 전혀 방법이 없는 것인가?
    주어진 환경안에서 방법을 찾으면 안되는가?

    블리자드는 그것을 버프를 함으로써 해결할 수 있다. (너프가 아닌!)

    아래를 보라.

    • 이제 대균열에서, “고대 엘리트” / “원시 고대 엘리트” 가 등장합니다.
    • 고대 엘리트는 기본 엘리트보다 5배, 원시 고대 엘리트는 10배 강력합니다 (체력/공격력)
    • 대균열 진행상황에 기반하여, 이 엘리트들은 “파티 인원수” 만큼 반복 등장합니다.
      (1 플레이어 = 1 회 대략 50% 부근, 4 플레이어 = 4 회 대략 20%, 40%, 60%, 80% 부근)
    • 플레이어가 이 엘리트들을 처리하지 않으면, 최종 균열 수호자는 등장하지 않습니다. (진행이 100% 라고 하더라도)
    • 이 엘리트들은 기본적으로 “거한” 의 속성을 갖고 있지만, 증가된 데미지를 받지는 않습니다.
    • 이 엘리트들과 전투가 시작되면, 대균열 내의 모든 플레이어는 전투가 시작된 위치로 강제 이동됩니다. (플레이어가 다른층에 있더라도)
    • 이 엘리트들은 적당한 “보라색 구슬” 을 드랍합니다.
    • 대균열 의 난이도가 상승함에 따라, 대균열 단계별 보상(아이템의 갯수등)이 조정됩니다.

    또는

    • 이제 대균열 진행의 50% 근방에서, 균열 보조 수호자가 등장합니다.
    • 균열 보조 수호자는 최종 균열 수호자의 50%의 체력과 공격력을 가집니다. (이것은 현재 파티 멤버수에 따라 50%, 66%, 83%, 100%로 조정됩니다)
    • 균열 보조 수호자가 처리되지 않으면, 최종 균열 수호자는 등장하지 않습니다.
    • 균열 보조 수호자가 나타나도, 다른 몬스터들이 사라지지는 않습니다.
    • 균열 보조 수호자가 처치된다고 하여도, 게이지에 영향을 주지는 않습니다.
    • 대균열 의 난이도가 상승함에 따라, 대균열 단계별 보상(아이템의 갯수등)이 조정됩니다.

    또는 단순하게,

    • 이제 대균열 수호자는 두마리(또는 세마리, 랜덤)씩 등장합니다. (우버 보스들 처럼)
    • 대균열 의 난이도가 상승함에 따라, 대균열 단계별 보상(아이템의 갯수등)이 조정됩니다.

    또는 더 단순하게.

    • 모든 대균열 의 난이도가 상승하였습니다.
    • 현재 150단 의 난이도를 기준으로, 145단 으로 설정하였습니다.

    맞다. 이것은 또 다른 한 쪽인 대균열 을 버프 하는 것이다.
    (그냥 대충 가정으로 적어 본것이니, 실제로 적용을 할수는 없다. 만약 실제로 적용하려면 훨씬 섬세한 조정이 필요할 것이다.)

    왜 “절대로 대균열 시스템은 수정하지 않고”, 모든 플레이어를 그곳에 밀어넣으려고만 하는가?
    대균열 시스템을 약간만 수정해도, 얼마든지 밸런스 조정은 가능하다. 이처럼, 플레이어에 관련된 어느것 하나 너프하지 않아도, 충분히 조정이 가능하다.

    만약 위에 적은것 과 비슷하게 “강화된 대균열” 시스템이 적용되었다고 가정하면, 그 환경에서 현재의 문두누구/혼공 부두술사 와 기존의 바주카 마법사 가 경쟁하는 모습은 생각만 해도 재밌지 않은가? 또 얼마든지 다른 데미지 딜러도 추가될 수 있을 것이다. (순위표 보는 재미 또한 색다를 것이다)

    그럼에도 불구하고, 또 다시 150 단을 쉽게 클리어 한다면, 너프 하지 않고도 또 다른 아이디어는 얼마든지 생각해 낼 수 있을 것이다.

    기울어진 저울의 균형을 맞추는 방법으로는, 무거운 쪽의 무게를 줄이는 방법도 있고, 가벼운 쪽의 무게를 늘리는 방법도 있다.

    패치 2.6.8 과 같은 너프 는 플레이어들의 노력과 시간을 빼앗아 가며, 플레이어들이 실망감을 느끼게 만들고, 상실감을 가져다 준다. 블리자드에게나 플레이어에게나 여러가지로 손실이 크다.

    하지만 이러한 방법론은 사용자 스스로 “지금보다 더 강해지고 싶다” 라는 생각을 하게 만들수 있다. (블리자드가 플레이어에 관련된 어느것도 너프 하지 않았기 때문에, 단지 대균열이 강해진 것이므로)

    두가지 방법이 있다.

    한가지는 블리자드가 이미 실행해버린, “강제로 플레이어의 손과 발을 꺾어버리는” 방법, 또 하나는 플레이어 스스로 “이것보다 더 강해지고 싶다” 고 생각하게 만드는 방법.

    어느것을 선택하고 싶은가?

    사실, 이런 방법론은 “블리자드가 찾고, 제안” 하는 것이 적당하다. 그들은 이런걸 하기 위해 그곳에 있는거니까.

    나같은 플레이어들이 이러한 것을 제안하는 것은 좀 어색하지 않은가?

    지금 옳은 길을 걷고 있는가 Blizzard?


  1. 시간은 흘러간다.

    지금 이 글을 쓰고 있는 동안에도, 시간은 흘러간다.
    누구나 순간의 실수를 할 수는 있다.
    실수하는 것은 죄가 아니다.
    진정 용기가 필요한 것은, 실수를 인정하고 되돌리는 것이다.

    아마도 Blizzard 는 어차피 이런 글을 읽었다고 하여도, 자존심 때문에라도 패치내용을 원상복구 하지 않을 것으로 예상된다.

    훗날의 흐름은 뻔하다.
    현재 2.6.8 패치 상태를 유지한채로, 마법사 기타 세트아이템에 대한 데미지 증가 조정. (탈라샤, 불새, 델세르 등)
    이런것들을 하겠지.

    중요한 사실은, 이미 Blizzard 가 이러면 이럴수록, 정이 뚝 떨어져서 뒤돌아서는 유저들이 점점 많아지고 있다는 사실이다.

    “골든 타임” 이라는 용어를 알고 있겠지.

    용기를 낼 수 있는 시간이 그리 많이 남아있지 않다.


  1. 무엇 보다 시급한 것

    Blizzard 는 무엇이 더 급한것인지 잘 모르는 것 같아서 좀 적어봄.

    1. “AUTO” 를 돌릴려면 아시아 서버로 가라.
      아시아 서버에 얼마나 “AUTO” 가 많길래?
      아마도 “AUTO” 사용자 수가 일반 유저보다 많은 수준이다.
      도대체 아시아 서버의 “AUTO” 컷 은 언제 하는가?
      Blizzard 에게 있어서, 유저들간의 공정한 경쟁은 더 이상 의미없는가?
      이러한 운영방식은 디아블로4 가 출시되어도 마찬가지인가?
      ;
    2. 일명 광역피해 랙 으로 알려진, 다수의 몬스터를 타격할때 발생되는 서버 랙 은 언제 고칠 것인가?
      증통제 랙, 광역피해 랙 등으로 알려진, 특히 채널링 시전시에 더욱 심해지는, 게임진행이 되지 않을 정도로 서버 랙 이 생기는 현상.
      대균열 시스템의 특성상, “몬스터 몰이” 를 하는것이 유리할 수 밖에 없는 환경에서 어느정도 “몬스터 몰이” 를 하면 즉각 발동되는 서버 랙.
      Blizzard 는 재현이 불가능한가?
      ;
      (Blizzard 사무실에서 재현방법 :
      야만용사 황야 소용돌이 4명, 낮은 공격력, 높은 강인함,
      4인 파티 대균열 130단 이상 입장해서 중앙으로 “몬스터 몰이” 해서 사냥)
      ;
      이 문제는 하루이틀 된 문제도 아니고, 데미지 계산에 관련된 프로토콜 오류이거나 또는, 클라이언트/서버 통신 설계방식 자체의 문제인 것으로 추정되는데, 수년째 고칠 아이디어는 아예 없는가?
      스타크래프트에 그 유명하고 고질적인 문제였던, “Cannot create more units”
      결국에는 해결하지 않았던가?
      스타크래프트 팀에 자문이라도 좀 구해볼 수 없는가?
      의지가 있으면 방법을 찾아야 하지 않는가?
      “서버 랙 문제” 가 유저에게 책임이 있는가?
      (이런 널리 알려진 문제는 유저의 환경을 탓할 것이 아님)
      ;
    3. 자잘한 버그들은 아예 안 고치는가?
      1. 현상금 사냥을 완료 할 수 없는 버그 (ACT1 - 영혼의 항아리 등)
      2. 죽일 수 없는 몬스터 (캐릭터가 공격은 당함, 최근 더 자주 발생하고 있음)
      3. “감독관 여군주 조세핀” 은 언제 머리를 제대로 볼 수 있나? (애완동물)
      4. 강령술사 “어깨 방어구” 는 드랍 될 때 왜 “어깨” 로만 표기되는가? (다른 클래스 모두 “어깨 방어구” 로 표기됨. 블리자드 코리아 번역 문제?)
      5. “물렁아비 와 물렁자식” 을 빠르게 처리할 경우, 아이템이 안 떨어지는 문제. 안 고치는가?

  1. 모두가 기억해야 할 것

    Blizzard 는 디아블로4 개발에 집중하고 있는 모양이다.

    디아블로4, 기대가 되는 부분도 있지만
    매우 기대가 되지 않는 부분도 있다.

    디아블로3 를 보면, 이 상품은 “지금 현재 판매중” 인 상품이다.

    현재 판매중인 상품은 돌보지 않으면서,
    “우리가 미래에 판매할 상품을 기대해 주세요”

    이거 기대가 되는가?

    다시 한번 적어두지만,
    디아블로3 는 “지금 현재 판매중” 인 상품이다.

    향후에 보다 완성도 있는 업데이트가 있기를 바라면서.


The reason for including the original text is because there may be a wrong translator behavior.

At the end of this article, I won’t write any posts or comments on the Diablo 3 forum. If this article violates the principle of posting, please take care of it.

Have fun with Diablo 3

I read it all. LOL

  1. Well i don’t like Legacy of Dreams builds so can’t say i am against the nerf of wizard. Actually my favorite wizard build was Chantodo Archon. :slight_smile:
  2. The lag with mundunugu spirit sprinkler is HUGE. And in one public game entered Crusader with Valor and more lighting and every 10-30 seconds big freeze and lags. That is the only reason i am not playing Mundunugu.
  3. I agree that if dedicated people want to play higher then gr150, blizzard should introduce it. Paragon is endless so the pushing of gr should be endless too.
  4. Don’t think i met botters yet but i am casual player. After all this is a game and there are more important works out there to be done.

I realised how long it was and just scroll down to post TLDR

1 Like

Just wanted to say that; RG-Boss health passes int64 values shortly after beyond GR150, and they insisted that they have no plans to do so. Please leave it at that. Setting new limits ain’t gonna help anyone, this game is about 7 classes, not 1-2 of them.

3 Likes

totally agree, the game shouldn’t be like this on end game, because at the end there’s always 1 build, 1 class over other to play X rol. If we based in all RPG games, you could do every aspect of the game with any class, and that’s something is not possible in diablo 3 with this endgame.

I don’t know why you all complain about 1 endgame class build. I presume you all played Diablo 2 and there was ONLY 1 build that was the strongest. Paladin with hammers, Sorceress with Blizzard, Amazon with Lighting Spear and so on. So why you are all bit**ing about 1 build that is more powerful then others?
At least in D3 every 3 months they change the items and make other builds more powerful so people can explore other aspects of the game.
The endgame in D3 is probably to get all primal items, and pass GR150 solo and as shown recently. Only 1-5-10 people with 10k paragons actually did that.

Diablo 2 didn’t put you on a nigh infinite scaling hamster wheel with power creep time trials. Not every fish can climb a tree and game had enough of this I believe.
Numbers are at the brink of passing the point of upper limit of int64, will it be satisfying to see 30 digit numbers in a few years? Framework have to change if you want a proper GR300+, else enjoy every creature you face will be having GR158 Rift Guardian health slowly as you climb above.

1 Like

Why would anyone read all this? If you can’t make your point in a paragraph you’re way overthinking it.

I said it when you posted your wall of text for the first time, and I’ll say it here again.
TL;DR

1 Like

There’s a reason I never read War and Peace - too long and I’d probably find it boring. Same principle applies here

I have to agree about the nerfs, I play this game for fun and enjoyment and relaxation. When i decide to go with a build and grind out the levels and make all the gear and start enjoying the play and just flat out destroying some monsters, it just does’nt get any better than that. I’ve been playing Diablo for a while now off and on since 1997. I’ve put alot of hours in grinding for gear, trading for good stuff, buying good stuff. So i guess i really can relate to what this person says when blizzard nerfs the build im running and turns my character to crap. Come on fellas , I don’t remember it ever being this bad before Diablo 3 . There are still a few of us die hards left out here , but yes it makes you want to quit when you nerf at will. It would be nice for a change if you would just leave things alone for the season and let us rock on. You still have a lot of loyal Diablo players out here,once in a while it would nice if that loyalty was shown in return.

I see this guy never quits, he wants Blizz to just apply the nerf to the new items that drop. Creating legacy gear that will be way superior to the gear that is currently dropping. This means that anyone that is new to the game or to the class will not have that gear in non season play. So those with that gear will be able to do higher GRs than the ones that are just getting that gear for the first time. Creating an unfair advantage for the ones that are either new to the game or the class.

He will not see that the only true problem is that they didn’t implement the nerf properly. Instead of applying a one second nerf to the items in question. They should’ve changed them where they would only affect channeling skills.

Then make other legendary powers that would increase non channeling skills for wizards. Along with removing the casting of an arcane spender from Etched Sigil since it would be for channeling only. Also buff the damage of both so they would actually help channeling. Maybe even add a damage reduction buff to Etched Sigil for channeling skills. Or even an auto cast teleport that would help move out of the way when channeling.

Maybe even add a legendary power that will give you an immunity to CC while channeling that lasts for x amount of seconds once every 30 seconds

That way wizards that want a channeling build can use those items. Whereas those that don’t can use other items. It destroys the bazooka Wizard while at the same time not hurting channeling builds. Plus it can even handle adding in new viable builds if done right.

What I am saying here is that wizards gear hasn’t been designed properly. it is the only class that I know of that there is only one set that I will play and that is DMO. And the only build that I would play would be the Frozen Orb one.

The reason is that the mechanics of Wizard sets and items are just not what they should be at all. I guess Blizz doesn’t really understand the wizard class at all.

I am sure that if the Witch Doctor’s new set needs a nerf then it will happen after the season and it won’t be anything like what happened to Wizards because their set and set mechanics are designed better imo.

While it is no doubt easy to clear a GR150 on a team, doing it solo without a huge OP seasonal buff is impossible.

When he sees that it is just the wrong type of nerf that would kill bazooka build. A type of build that has a play style that they don’t want to support.

There is a whole ton of stuff outside of the main issue that the OP doesn’t understand, nor does he care to understand.

Things like bugs, not all are created equally. Some are nigh impossible to reproduce good enough to find out what is causing the problem.

1 Like

I said I would not post new topics or comments, but I couldn’t overlook your “act of distorting the text”.

You distorted the next sentence in the original text.

Nowhere in the original text, it says “just apply nerf to new items that drop”.

Also, a normal person can sufficiently know that the content of the original text is “to find a method other than nerf.”

If you read the original text properly, you will never be able to distort it like that. (Do you have poor reading skills?)

Nevertheless, you have been playing with “words” over and over again.
Are you coming to the forum to play with “words”?
Is your main specialty a fake news producer?
What is your real purpose of distorting the content of the original text?

If you have many palms, you can cover the sky.
However, do you know that it is a very comical situation when you see it from the outside?

Rather, write “TL; DR”, like the comments of others up there.
Don’t play with “words”.
It’s not a skill, it’s not an ability.
Also, it is not the right attitude to engage in discussion.

You know what I have told you in that other thread.

What starting to flip flop on the issue.

There are two sides to the coin of nerfing and buffing.

If you never nerf when it is indeed needed and only buff.

While it might make the players feel great playing an OP build the damage to the game is not good. Players tend to gravitate towards those builds because they are the strongest. Leaving behind other good builds due to the fact that they are much weaker. It gets worse if the OP in question is of a play style that has either gotten boring because of lasting so long. Or is just not a fun play style.

Further it limits build diversity as well. Not having a baseline that is constant and never changing means that you will always keep upping the bar of performance with the next OP build till the day when All builds will be able to perform at GR150 at 5k paragon. When that happens there is no more challenge at all.

The leader boards will reflect it by showing all 1,000 spots as ones that have cleared a GR150. The only difference between all of them is how fast they have done it.

Instead of having damage multipliers in the tens of thousands we might have them in the hundreds of thousands.

This is what happens when you use the OP builds as a base to buff all other existing builds to. Power creep hits high gear as far as speed goes until the above is quit true.

Buffing the content won’t work either due to other game companies have tried it and it failed miserably. The shutdown game of City of Heroes had a similar issue. After level 32 everything was easy. Blasters where able to hit their damage cap. Tankers and Scrappers their defensive and damage resistance caps. Controllers had their holds. Empathy Defenders (healers) were not needed at that point.

NCsoft tried buffing the content, making the enemies harder to kill. All that did was punish the weaker builds of the game. Pushing those players to play the strongest builds in the game. That was no fun, and since they already told players that they won’t directly nerf the powers anymore. Plus add in the fact that they knew that they were gonna make playable villains archetypes. They decided to nerf the enhancements that buff the powers. The system that did that was enhancement diversification.

There is no other way to get the builds to perform at the baseline level of performance without nerfing. In the case of D3 that means a nerf to the items since it is the gear that makes our build what it is.

Now I mentioned in my comment that it isn’t the nerf that is the wrong way to go for Blizz. While a nerf was needed it is the way that they choose to do it that was wrong. What they needed to do was the make the items in question only work for channeling builds like the shoulders (Mantle of Channeling). Then make other legendaries that will buff other skills like Meteor, Hydra, Blizzard, etc…

To me the Wizard class seems to be a class that Blizz cannot understand how to capture the fantasy of a powerful spell caster. They have to add a bunch of quirky mechanics that doesn’t make some set fun to play imo. The only one that I would consider is the DMO set. Now if they give a lot of loving to Wizards in the future that can change. But till then that is the only set that I will play.

I guess you never seen how I would’ve handled the killing of the bazooka build. It is far easier than you think. Just make it where Death Wish and Etch Sigil only apply to channeling skills and maybe have an auto teleport on the Sigil.

It is because I don’t play the Yes Man/No Man game. Where I have zero opinions, thoughts, feelings, ideas, etc… on the matter. Sorry but I am no ones yes man or no man.

My experience that comes from playing more games than just the Diablo series. I have play a number of MMOs (martial art based ones), Runescape, City of Heroes, Marvel Heroes, Secret World Legends, etc… that I have seen things in those games. Things that have proven that the idea of never nerfing doesn’t help a game at all.

It just speeds up the power creep or punishes other under performing builds, hurts build diversity by keeping the OP build untouched.

There is no other way?

Read section # 5 “Two ways”.
I wrote it kindly for someone like you.

After reading the text, are you commenting like this?
Do you have any intention to think differently?

Why don’t you use your time to read, rather than use your time to write?

You will probably never learn that never nerfing always buffing will not help a game at all. Until you understand why this is the case. Then all of the words in the world won’t change your mind that never nerfing always buffing is the right way to go.

You will wind up staying blind to buffing as the cure instead of nerfing when it is needed and buffing when it is needed. All based on a level of performance set by Blizz.

Ok.
After all, your opinion is, “The game system needs periodic item nerfs.”
By the way, we don’t know when it is.

Let’s assume.
You’ve been working hard on “Bounties” for 3 months and today you finally have the option you want. Probably happy.
But when you woke up and the item suddenly changed.
It’s not the item you want to have anymore. It’s useless. (Being nerfed)
Then you think, “Yes, every item needs nerf periodically.”

What I want to ask is,
Do you agree that “item nerf” takes away “time and effort” from users?
Do you not even agree with this?

If you agree with this,
Do you agree that if the “item nerf” repeats regularly, more and more users feel disappointed and lost?

The items had to be nerfed BECAUSE they were mandatory in every single wizard build. Exactly for this reason they had to be nerfed retroactively.
PS: I’m kind of missing translations in danish, croatian and togolog :sweat_smile:

First of all a game needs a baseline of performance for all builds. Blizz has told us their baseline is GR130 at 5k paragon. Then any build that is over performing by, IIRC, 5 GR levels will need to be nerfed. The ones that are under performing will get buffed.

When you go able getting all builds at that level of performance you need a two step approach 1,) You make sure that each class has at least one push build that can perform at that level. 2.) Then you use that push build to balance all of the other builds of the same class. That way all viable builds will be able to handle that baseline of performance and the game will be balanced as best as humanly possible.

It cannot be done by sheer buffing. Doing so keeps upping the bar of performance till the only difference between the builds will be how fast will each one do a GR150 solo (no OP’d seasonal buff).

It doesn’t matter how hard you worked at getting your items near perfect or perfect. In fact most players know that there will be a nerf coming to builds that are way OP’d and accept that it will happen at some time.

Also item nerfs are the only way to nerf. Trying to do so from the base damage of the skill won’t help either.

Thinking that items shouldn’t be touched because it took time to find them and get them there is a wrong way to think. You are not looking at things realistically. Gear is what makes the build. Now if it was the other way around then they might not need to nerf the gear but the skills associated with the build. But to do that would take many expansions to pull it off and we know Blizz won’t do that.

Look at the above and drop this silly straw man already it doesn’t work on me and you should know that by now.

If that time and effort is seen as just work then it would. But it would also mean the players are not having fun putting in that time and effort. If you are not having fun putting in the time and effort then why bother playing?

Spending time having fun putting the effort into the game to get what you want that could change in the next patch is what should really count. You are taking some things way too seriously.

You can’t answer this simple question, even if you agree or disagree.
Is there a reason to write it complicated?
Why?

Shocking.

This is why our conversation is out of sync.

In section # 5, even though I have shown enough examples of various methodologies, is there no need for “content buffing” in-game?
Isn’t it the mindset of a typical “unwilling developer”?