Changes for Abattoir of Zir

Before i start i think Abattoir of Zir have great potential to be a good chunk of content for endgame but for now is really raw. It lacks the feeling of progression that make you hooked to the game and give a bitter feeling of a obligation content like doing dailies on Lost Ark.
So here my opinion on how to mitigate that and make a balance between hardcore and casual players and to give a sense of progression that make us hooked to the game.

1 - The loot at the end for being a endgame with a higher difficulty from every content on Diablo 4 is lacking, that why a lot of casual players hate the content. The loot should increase in gear score as a higher change of higher rolls. Each 5 tiers because every 5 tiers we have a 100% life escalation 2=20% 3=40% 4=60% 5=150% (information get it on the excel plan from Rob2628). Like start with 4 Loots every 5 tier we get 1+ loot + gear score + higher rolls. for casual players who not maximize they gear can have a sense of progression and not feeling they are wasting their time. And for hardcore and we get a rare with perfect rolls we have a endorphin spike is a good feeling. And a reward from being in a stressful intense difficult content.

2 - If is not your intention to make possible to reach a glyph lv 200 in a season timeline take out the lv limit and make it infinite. Knowing that we will never get to that lv before the end of a season, make it frustrating and the chase of that objective a obligation taking the fun of the game. Or recalculate the glyph lv for being possible to reach 200 mid/end season for us to have fun blasting everything that torment us on early game with a overpower lv 200 legendary glyph.

3 - If the glyph will be a really big grind on a season who only have 3 months make it the legendary glyph be usable by other classes, because when we get at certain point with a character we want to try a new one but when you remember you have only 3 month and you need grind the legendary glyph from zero on that new character that stop you from doing it because you have the feeling that will not have time to maximize the character and the feeling of obligation to push the glyph on the other character higher as you can before the end of the season. That create a frustrating feeling.

3.2 - “If you guys think the glyph being infinite can make a mess on the balance when you get the character to the eternal realm when you log on it in the end of a season you can make the glyph lock on that character only in eternal.”
But i think will make a incentive to casual players who like playing on eternal realms and don’t want to lost his progress. When playing a season by doing the glyph infinite and stack over season like you get glyph lv 80 that exp will stack on the legendary glyph on eternal realm that was lv 50: " Ah i want to create a new character well i will play a season my progress will stack when it end so is a win win situation".
(Is a standard realm no one cares about balance there casual will love the power spike on end of a season and veterans can use their overpower glyph to “theorycraft” builds were generate views on streaming and social media channels, that will promote the season hype before one.

4 - I think this one will divide some people but lets go. I understand the difficulty behind Abattoir of Zir but for some people is not a fun hard mode more of a frustrating one.
Like i reach tier 23 with my barbarian doing snapshot mechanics item swap and becoming a controller player. With my Sorcerer i get to tier 21 going even hard on snapshot mechanics (i particularly don’t mind, but casual do). I understand if you guys make the next season we not be able to swap gear inside the dungeons and fix some of the snapshoting on the skill tree passives. But if you do that i think you should tone down a little the difficult on it or make the legendary glyph more powerful giving not only damage but more defense layers and make changes on the end loot situation like we discuss before so the casual have a sense of progression giving them that endorphin spike when drop some high roll gear upgrade.

5 - fix some of the gameplay issues like lock character after a dashs or teleport.
Some aspects canceling each other out. Having two types of buckets of the same type of damage like attack speed. If you want a really hard content try polishing a little the combat of it. Some people get frustrating when they lock the position after a dash in the middle of a big pack on Abbatour of Zyr ^^

I think i cover everything on my side if everyone have some ideas or disagree with me is welcome to give your opinion to wide my perspective about the problems we have in the game ^^
(Why i did this big text? Because i love Diablo 4 and want the game to succeed, and instead of just complaining and crying at least try to do something if i can achieve something doing it or not at least i try)

1 Like

New changes literally just listened to bunch of kids that have not even played AoZ.
Was no reason for it NOONE had issues with sigil dust.
People just seen the cost and complained never actually played and realized after a few days of AoZ you were going to have over 100k dust anyway.

Have there been changes again?

It’s not about casuals. AoZ isn’t for 24-7 players, either. It’s for players who buy mats and farm Duriel 24-7… and then stay up to date with the latest exploits, e.g., “snapshotting”, etc.

Get rid of the glyph entirely, eliminate gear/skill swapping, have a small chance to drop Ubers, then it will be good. It should just be for pushing with a leaderboard. Oh and fishing needs to be eliminated also.

3 Likes

Yeah, this glyph if it comes back again is basically a reintroduction of “inifinite” power progression which I don’t like.

The glyph makes the rest of the content completely trivial.

I don’t know if that was their intention or not, but that is what happened.

AoZ fine. The players in there that should not be because they bought Duriel mats etc. the problem.
AoZ is easy content for even the average gamer. The only problem with it there is no reward for doing it. It is NMD all over again. Turn the difficulty up for what?

Since Zir is overseeing the event, can we please get hunter’s acclaim faction while we grind?

That why the takes i discuss in my post is to balance that sense of emptiness that Abattoir of Azyr have and make a good balance between casual and hardcore players. Like one of the cores problem is the sloppy math if you go in a deep faq how damages work we have 2 tiers of bucket for the same damage modifier like attack speed.
That can be why some aspects bugged out and cancel it other because they are from different classes even being in the same damage type (in dev name: by being from different memory adresses types). But that is just for guys who like min max in his ultimate form. But that will fix many builds that are weak right now because is not working as intended.
But i think that why some of the casual players are frustrated to become really good you need a lot of research and understand of some information’s you only can have access trough really hardcore testes in game or from data mining. But that a matter for other topic i think Azyr is fine too but we can make more enjoyable like the takes i listed above but that is only my humble opinion.

I bet you would have a different perspective if you weren’t playing those two classes.

Pereg that why they should rework the buckets of every damage type and take ou the tiers between them like on attack speed. Like i approach on my number 5 take:

“5 - fix some of the gameplay issues like lock character after a dashs or teleport.
Some aspects canceling each other out. Having two types of buckets of the same type of damage like attack speed. If you want a really hard content try polishing a little the combat of it. Some people get frustrating when they lock the position after a dash in the middle of a big pack on Abbatour of Zyr ^^”

Because the only with proper additives and multipliers are overpower types and some aspects are canceling each other because of different tiers of buckets on the same damage type.
If they fix their math i think the classes that are having problems will be fixed and scale properly. Right now only barb have a ability that work really well with overpower like Hota. Or at least if they go with this route of fixing the snapshot and not allow change of gear inside of it they tone down a bit Abattour of Zyr. Or make the glyph more powerful to be meaningful and fell some feeling of progression to be worth each lv. So they need to fix their math that why i think Abattour of Zyr is a good content its just they do it poorly. I hope they get our feedback and with the test and data they are getting from players doing the content be put in good use. :slightly_smiling_face: