also forgot to mention like i got the corpse tendril aspect which increases my crit dmg by another x45% when its activated so its closer to 870%
What other options were there to nerf it?
Probably because the thread derailed into an argument on critical damage.
Crit has nothing to do with balance since every class is affected by this change equally.
Builds are a different matter but it’s impossible to balance all builds.
to nerf crit dmg ?
i like the change why do u want me to find alternatives ?
No you guys reported it, I got a message. Reported for being true.
Will this special council have a secret handshake and password to get in ?
will they have matching rings or capes ?
Just trying to lighten the mood.
Imo lets see what direction the update takes us THEN come back and discuss if any oversight/ advisory council is needed.
They would need an official Logo as well, doesnt hurt to plan ahead.
Because you would like the alternatives even better. You know you can consider things?
What’s the difference if they get feedback on how to make the game better when they can’t code what they’re being told in the first place?
why do u know what i like ? o.O
i can give it a shoot
reduce every crit dmg bonus ingame by about 90%
reduce crit chance
limit crits to once every x seconds
monsters can only be critted x amount - resetted if stunned
criting an monster reduces defense stats of the player
make it impossible to crit vulerable monsters and make it impossible to apply vulerable to monsers being crit in the last 5sec
add a crit resistance stat reducing every crit by x% - stat varies for monsters and bosses
limit crit chance to like 50% and add certain abilities which go over the cap (like the new resistances)
make crits drain ur resource by about 5-10 per crit
yea thats a few diffrent ideas to nerf crit - i didnt think alot about how balanced they are u just asked for alternative ideas
@Hobbes so what do u think of those ideas ?
Couldn’t process. Brain exploded.
One of those actually is in the game. Crit resistance. That’s maybe a way they are balancing the additive bucket and the standard 150% damage.
i acutally did now know that thanks xd
Unsure why this got flagged to be honest. I mean, its not like id personally say “we need a balancing council” since diablo really never was about balance anyway so i dont demand or expect it. but the suggestion isnt really something that breaks any rules.
Sorry had to leave and could not post a longer reply. Well first of all I am really thankful that you gave it a go and thought about it. This is why I think this “council” thing is proactive. Even if it is just a forum thread or something, it can still be useful to guess what change a decision might cause! We did not really establish what the problem is so I throw in: “crit made dmg scaling hard to balance and gave it a high ceiling”.
reduce every crit dmg bonus ingame by about 90%
90% sounds a bit heavy but “reduce the range of affixes by a certain amount” does sound like a better idea. We could tweak which aspect or affix to change, to make items more meaningful. There would be no need to explain any changes, what people expect from the stat would be inherently obvious by looking at the numbers.
Thank you, this idea is already better than what we have tomorrow.
reduce crit chance
I assume it is the same thing as above, but with chance. A blanket nerf does not sound warranted, but the lategame 45% crit chance does sound a bit high. Well, what about giving certain high-performing skills a crit penalty? So we don’t hurt every build. See? Discussion is what brings the game closer to “fun”.
limit crits to once every x seconds
Hard pass. Not an upside in sight for this change.
monsters can only be critted x amount - resetted if stunned
Well now you might be on to something. You also mentioned giving them resists a bit later. What about giving crits diminishing returns: but not for the skill but for the mobs? After 1 crit, the mob you hit gets 10% crit resist. Stacks up to 2-10 times based on different mobs. This could also introduce really interesting new affixes, like crit resist breaking. This would be a fun mechanic which does not need a lot of explaining but makes the game more fun and more interesting. This would be the opposite of what we have tomorrow. What an epic suggestion.
criting an monster reduces defense stats of the player
For 5 secs? Or so? This would make tanky builds use less crit. This would make glass cannons use more. This is a good idea and really worth getting into. Might even consider renaming the mechanic into “posture” or something, or somehow work fortify into it as a defensive posture when you do not crit. A really good idea and you might be the first person to think about it. Thank you.
make it impossible to crit vulerable monsters and make it impossible to apply vulerable to monsers being crit in the last 5sec
I consider vulnerable is a totally different problem but good approach. Maybe putting them into the same bucket could be a solution. That way the only time you get diminishing returns is when you stack BOTH. When you stack only crit OR vuln, you get the same results as before.
add a crit resistance stat reducing every crit by x% - stat varies for monsters and bosses
Two suggestions we already discuss are already similar to this, skip.
limit crit chance to like 50% and add certain abilities which go over the cap (like the new resistances)
I mean crits are limited to 50% and you need overpowered gylphs and aspects to go above. The cap would just mean that some of these aspects and gylphs get much less useful. We still don’t have enough aspects or paragon boards to replace these so this is not a short term solution.
make crits drain ur resource by about 5-10 per crit
Nah, would just mess up the resource management in people’s build all the time. Changing crit chance should not mean a need to get resource related stats for example. That is not the way to go.
i like ur thoughts on the ideas and i agree with most of them
but the problem is neither u nor i am the ones to make the decision
i learned a long time ago to rather appreciate a system which is ok rather than to push for one i think is perfect - its just a waste of energy cause it nearly never happens in my experience
like a few years ago i played an mmo with a friend and we used to think about the balancing all the time but it got pretty frustrating when nearly every patch we came up with a better solution than what the devs did and we couldnt influence it at all
This thread is about how to use properly the knowledge or nerds like you and me.
Blizzard already does something similar in sc2 to what we did in these 2 posts. And it works.
I think I am in the minority and would prefer the game not actually be balanced until later. The development track should be Fun > Items that make you go wow > Depth > Class Changes > Balance.
Well in a broader sense, here in a semi/single player game “balance” means how to find fun without breaking the math here and there.
alot of people would experience less fun if they know they picked a class which only does 5% of the dmg another one does
I have to be honest.
With all the eyes on this game and its future being so much in doubt on which direction it will go from a customers POV I cant help but think Blizzard has to much at risk to implement another way to get advice or input.
They must’ve had countless meetings and pitches on what to do next and hopefully taking some community input into consideration but i really dont believe they will look for more sources { or help create } of input.
Theres some1 somewhere whos takien it upon themselves to " save / fix " this game { if they even feel it needs saving } and they cant falter or waver due to outside influences of any kind.
They were hired to do a job and they must have a plan they feel will work. Imo they shouldnt have risen to that position if they relied on any other help or advice for any source.
Yes dedicated fans and gamers have good ideas and possibly even solutions but at this point i think management feels they have a plan and have to believe in it 100%, or why are they in the position to make changes if they need help to do it ?
The top execs dont hire people that need help doing their jobs to get something done, they hire people that are supposed to be able to do their jobs alone and know they can get things done. That person surely uses different forms of input but at the end of the day they alone have to stand alone and make the decisions and stand behind their choices.