🄊 Damage cap, the only solution to balance?

I know i’m touching a nerve here, but just questioning you all your opinion about that solution, if it’s the right direction or not.

My opinion is that probably it is, because with all the gear mixes & remixes, currently it’s pratically impossible to buff or nerf a gear to acommodate one single build, and in the process make it bad or good to all the other ingame builds that use that gear!

The issue is that gear is used in multiple builds, not just one…
Dev’s must think the global picture, not just a single build…

So for me dev’s should buff all the gear and cap the damage.
But make it work, not let it stay bugged as it is!

Other option would be to have just a single gear work on a single build, and no any others.
Kind of a ā€œbuild bound gearā€ā€¦
But probably we would be back to the same spot as we are today…

Nope, I like the lightning spear approach. Damage scaling should be balanced with the base skill damage instead of the aspects. Aspects should offer lower multiplicative than the skill itself. That way, you aren’t killing entire builds or nerfing other builds for no reason.

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I think not a cap but diminishing will be a better idea. Current one-shotting everything outside pit is a bad mechanics. Maybe no diminish in pits would be also good

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The only solution to balance in D4 is to get rid of the salespeople running it and put in some actual devs that play games.

Until then it is whatever makes the sale. There will be no balance no matter how good the idea.

7 Likes

The solution to balance is the devs put real effort in for once. People can say the devs work hard at anything else but can anyone say with a straight face that the devs put effort into balance. You win $10 bazillion dollars if you could say the blizzard devs put effort into balance without cringing.

10 bazillion.

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The idea of balanced game the Devs have is at least one meta per class every season with those meta builds able to clear Pit with less than 15 tier difference.

That’s the best we can expect from them.

It woudln’t work, people would still complain.

People want to 1 shot the bosses.

End of story. :thinking:

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It’s for sure the easiest way to do things.

That is a really low bar

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The caps are horrible, it’s the worst way to balance the game. We need to reduce the numbers, especially the additives. Smaller numbers are easier to balance.

Look at Deathtrap, they got rid of the pants and even so it’s 10 times better than any Latin build. So to solve this it will be necessary to reduce the damage of Deathtrap, which will make the skill useless as support for other builds. This is terrible.

I think Devs already found this solution because they capped all Ultimates to 200 Damage Max.

And the new patch will cap all Keypassives to 60 or 70 [ x ] max i think?

In the future i will not be surprised if all skills will have a cap and that is probably the only solution for balance across all classes till 2026 when Leaderboards and Ranking System gets launched

I take a slightly different approach:

I don’t have a problem with the core damage formula in Diablo 4. The real issue is how Blizzard keeps introducing multipliers that stack too effectively without broadening the base stats they multiply. This leads to massive scaling potential being funneled through only a handful of additive values, which limits build diversity.

Right now, the meta revolves around additive stats like:

  • Critical Strike Damage ##%
  • Overpower Damage ##%
  • All Damage ##% (represented as Damage ##% (x))
  • Ultimate Skill Damage ##%
  • Basic Skill Damage ##%
  • ā€œDamage to [Crowd Control Type]ā€ ##%

Each of these exists directly in the character stat sheet as an additive damage type, which can then be amplified through multiplicative effects—that’s where the real scaling comes from.

To be clear:

  • Additive damage appears as:
    → ā€œā€¦##% increased (type of) damageā€

  • Multiplicative damage appears as:
    → ā€œā€¦##%(x) increased (type of) damageā€

When you have three different effects that say ā€œ##%(x)ā€ for Critical Strike Damage, those are multipliers stacking onto your additive Critical Strike Damage stat. You can test this in-game: stack additive Critical Strike Damage on your paragon board, and you’ll see it increase linearly on your stat sheet. Then apply multiple multiplicative sources (like aspects or passives), and you’ll see your actual output scale exponentially—especially as you invest more into that additive base.

This is the core gameplay loop for build scaling. You aren’t just increasing your raw skill power—you’re:

  1. Choosing an additive stat to focus on (e.g. All Damage, Poisoning Damage, Crit Damage).
  2. Stacking multipliers that specifically affect that stat.
  3. Using skills that utilize that additive type and apply damage at 100%+ base effectiveness (usually attained through ranks to a skill).

Here’s how this looks in practice:

  • Inner Calm Aspect multiplies your ā€œAll Damageā€ +% while standing still.
  • Ring of Starless Skies also multiplies ā€œAll Damageā€ +%, based on resource spent.
  • Vehement Brawler’s Aspect applies yet another multiplicative effect to ā€œAll Damageā€ when you cast your Ultimate.

These aspects all interact with the same additive statā€”ā€œAll Damageā€ā€”which is clearly visible in your character sheet. Stack them together and you get extreme scaling, even with minimal gear. This is the foundation of how optimized builds work. In fact, many are not limitted to scaling only the ā€œAll Damage ##%ā€ stat.

Another example:

  • Serration
  • Ossified Essence
  • The Grandfather

All offer Critical Strike Damage multipliers, but those only matter if you’ve already stacked additive Critical Strike Damage +% from your gear and glyphs. Without the base stat, the multipliers don’t scale hardly anything.

Skill tooltips help clarify this:

  • Poison Trap → ###% Poisoning Damage → scales with Poisoning Damage additive.
  • Bone Prison → ###% Damage → generic, uses All Damage additive.

So when people ask why some builds scale better or ā€œbreakā€ the game, it’s not just about broken aspects—it’s because a few additive stats are massively amplified by too many compounding multipliers, and the game gives you plenty of tools to stack them.

Rather than calling for global nerfs or damage caps, a smarter approach would be to:

  • Introduce more additive stat types tied to specific playstyles or skills.
  • Design more multipliers that interact with underused additive types (e.g., Thorns, Fortify, DoT).
  • Avoid concentrating the entire game’s scaling potential through just a few additive stats like ā€œAll Damageā€ and ā€œCritical Strike Damage.ā€

That would expand viable build diversity and reduce the need to nerf everything that starts hitting too hard. The problem isn’t scaling—it’s where the scaling is allowed to occur, and how narrowly it’s focused.

1 Like

The solution to damage is competent balancing. Huge nerfs are often necessary when things are hitting for 1-10 trillion (I’ve seen people hitting for 8T, it happens). However they shouldn’t be scared to give underperforming builds more power.

I see no reason for light-handed buffs when a core-skills build has trouble hitting over 20b, yet meta builds can get to 1T relatively easily. They just need to take more risks imo.

1 Like

In my opinion, yes, having caps for balance purpose is the best solution right now, and i not just talking about builds stronger than others, but the overall game, if you have a wall that says ā€œthis is your max damage outputā€ then the mobs need to have a wall of scalling either, that way things going to be more easy to have a balance than just buff this and nerf that and give more life for monster to say ā€œthis content is difficultā€

Both damage caps and stat system overhauls have merit, but they solve different parts of the problem. A cap only curbs results, it doesn’t address why the numbers get so high in the first place. The real fix needs to spread out where power can scale from. Until the core scaling structure is more diverse, any cap will just treat the symptoms, not the disease.

So let’s go down the pros and cons of each.

OP’s (Ricacarv) Take:

Pros:

  • It’s practical, much easier to implement and enforce
  • Reduces outlier builds that just have insane damage
  • Allows casual players to to feel powerful without letting the more hardcore enthusiasts to break the game

Cons:

  • It’s a band-aid solution and doesn’t fix ā€˜why’ the scaling goes crazy, it just puts a cap on it.
  • Capping damage, in a game that promotes a power fantasy, can feel extremely restricting, almost punishing.
  • Players love ā€œbig numbers.ā€ A cap may unintentionally sap motivation from power-hungry ARPG fans.

Now going from VRNilaGERila’s proposal

Pros:

  • Focuses on the root cause of the problem, which is in fact multipliers and the amount available for any particular build or damage type.
  • More additive types + varied multipliers means more viable builds.
  • Thinking long term it’s easier to tweak when a new expansion or major patch comes along for example.

Cons:

  • This will take some considerable time to rework, it’s not just as easy as swapping a few numbers around.
  • Still has the issue of damage numbers going out of control, especially if the updates are dished out in increments, focusing on one damage multiplier first, than another, etc.
  • Until everything is updated, you’ll still have the issue of outliers.

Now a middle ground solution:

  • First - Implement soft damage caps, with diminishing returns past a certain point, not hard ones. You’ll still get powerful, just not absurdly so.
  • Second - Restructure the additive/multiplicative system as per the second argument, create more stat categories, more balanced multipliers, and prune overlapping synergy.
  • Third - Encourage modularity in build crafting, e.g., gear traits that synergize with ā€œunderused mechanicsā€ (e.g., Bleed, Thorns, Fortify) to spread out the meta.
2 Likes

This sounds generally like a good idea, rather than just a compromise.

Isn’t that exactly what they have done across the board applied damage caps along with the nerfs - makes the game unplayable - it’s now slower to fully level/ gear a character in D4 then it is in POE.