Class Balance: increase significantly life of mobs

I am not expecting everyone to approve the idea, but I feel like clearing a pack of mobs in less than two seconds doesn’t bring much to the game. It seems meaningless.

I feel like we should work for it. It also would leave a chance for DoT builds.

Just food for thought

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If you don’t like wiping out packs of mobs, play the sorcerer

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Increasing the HP of mobs will make weaker builds even worse to play.
And then people start flocking to popular builds again.

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In an ARPG?

This is not a MMORPG or its predecessor MUDS. As you gain power, you are suppose to clear mobs quickly. That is the point of gaining power in a ARPG. The only things that should challenge you are bad positioning in multiple groups of Elites and Boss mobs. The rift-raft mobs are there to be mowed down by the player at greater speeds as the player rises in power.

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I agree, the game feels designed that way, i dont mind when ghouls and fallen get mowed,

But larger units , named and elites anything that would be seen as a strong monster, should, be like that.

Fights are more tactical, skill based and exciting, they don’t have to all take 10 mins but, yeah i miss the toe to toe feeling beta had.

I remember taking on down a stronghold and felt like a achievement , when i won.
Because it took skill, making use of using the terrain interaction to slide out of danger and reset and go again, was great.

I think the devs will absolutely listen to this particular persons feedback while ignoring everyone else

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Don’t wear gear. No need to kill all the less viable builds.

How would this improve balance?

Making things die slower vastly reduces class balance, not increases it. If one character does 5 times the damage of another, and that other doesn’t have 5 times as much sustainability, the overall balance goes down. We have literally seen this outcome just now, with bosses health being buffed. Classes that took 3 seconds now take 5. Barbarians that took 5 minutes now take 8 minutes.

Which do you think is worse?

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i doubt it, but its valid it is how beta was, was still mowing the small stuff, just in the mobs you had formidable monsters, shielding monsters mattered more, big tough guys with hammers.

Now these guys hardly matter at all, even on a fresh alt.

Champs get mowed and only elites and bosses can maybe not.

Arpg’s can be more than one thing, its still hack and slash, its not dragon age or BG.

There are grey areas.

People have prefrences which is why there are a variety.

Just like D1 D2 D3 are not the same level of arpg.

OP has every right to voice this, and it was how beta and launch build felt, so was in the game already.

There is room in the game to cater to both, so that is what they should do imo.

Well, that’s what makes fun for me… Trying to create a build that melts everything in seconds…

The problem isn’t the amount of life, but the damage that’s out of control.

All skills pretty much do a small percentage of weapon damage, like 25% or 45% as example. But then they give you an insane amount of skills on gear and Paragon board to increase them by big percentages. That’s the world upside down.

If Blizzard wants to controle damage output, then base damage should be higher and all the extra percentages much lower. Then weapons that do a couple of thousands damage wont end up doing crits of millions.

I play season 1 on hardcore. I just reached nightmare on level 50. Without the right gear it feels very challenging for me.

What would clearing them in one minute add to the game?

How would that be more fun?

At the end of the day killing the mobs doesn’t matter because there is no story meaning or purpose behind them. They were just plopped down in front of you for you to kill them and move on. No matter how long the devs make killing the mobs take, killing them will always be meaningless and empty.

Welp there is that…

Well, Before your morning Coffee or Tea, You could go outside and move piles of rocks around so that when you consume your beverage you will feel rewarded.

Regarding the class balance, I may be wrong, but large outputs of damages from “broken builds” are due to Vulnerable. If the mobs are not dead by the time the buff is over, then those builds will to rely on more sustainable forms of damages.

The debuff is never over; classes that build around vulnerable damage also build around very high vulnerable uptime.

This also isn’t nearly close to the only source of class imbalance.