Heres how to fix the game Blizzard

Players want balance, and they want to not feel useless. Lets cut the nonsense and make it work please;

  1. Remove paragon. Nobody wants to farm it. Move bonuses of paragon to the actual skill trees of characters to give utility where its justified.
  2. Remove ALL mutliplicative buckets and focus on balancing classes towards what currently fits into either A- or B+ tier. S tier was always there for laughing outliers, and there’s consistently several builds there and or FAR beyond what’s typically even considered S.
  3. NM Dungeons should be higher XP for leveling as well as a chance for silent chests, which give chance to drop crafting mats.
  4. Leave pits alone. Make sure all classes clear them at about the same pace.
  5. If anybody hits 7 figure damage, immediately nerf the class. Balance mobs around that math, with addative buckets only. Once you balance addative buckets, it’s easy to KEEP balanced.
  6. Initiate an actual policy where if people abuse bugs or cheat, they will be suspended or banned and rolled back. Actually do it.
  7. Lower gem drop rate. Slightly too high.
  8. Slightly increase early game crafting mats. SLIGHTLY.
  9. Commit to a nerf / buff cap of 15% per bump so as not to go through your consistent pattern of creating something way OP, then nerfing it into a state of no longer usable.
  10. Commit to doing at least a dozen mid-season balance adjustments to create good healthy seasons.
  11. Commit to fixing game breaking bugged mechanics within 24 hours of discovery.
  12. Commit to communicating what you identify as bugs within hours of its discovery.
  13. Put a notice board at log in screen that tells people if and when builds are bugged, that way if they continue to use them, they subject themselves to suspension/ban.

Treat this game like you care about its players, and the FUN it’s supposed to be working together in a group.

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Can agree with some of this like removing multi bucket is smart. Removing all of paragon would cause a massive revolt. Its one of the few areas you have to at least put some thought into.

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sounds horrible, maybe diablo is not for you

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It’s an idea that requires more thought because it affects other things as well, I get that, and no I haven’t had time to think it all through, but ultimately it’s a useless additional tier of power since gear is everything right now. I have no problem conceding to other great ideas.

I am annoyed that they moved the levelling. Id rather have 100 skill points than 100 paragon points personally.

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I agree the stat squish is weird. Needed, but why lower the level? Was unnecessary. Could have just kept 100 and did the stat squish.

enemies have billions in health, so we should be able to do billions in damage. Sorry.

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Well first, that’s the point of balancing the numbers. If you nerf damage to millions / addative, you also nerf mobs to have appropriate health pools relative to your damage. Could set it to 6 million, and then nobody gets out of control, like a good game actually does. Im not sure why you think you should be 1 shotting mobs. At that point, just remove the mob with console commands. Actually, it’s faster than console cheats if you can just mouse over and it’s dead. Think about how effortless of a game you’re asking for maybe just for a second. 1 shotting mobs (unless trash mobs) will NEVER be good fo a games health / longevity. That’s why chinese ARPG’s get played for weeks then dumped. We’re going down this path.

Well removing paragon removes all glyphs so that is going to be very impactful and felt hard. What do we do with glyphs?

I love it when some people say:

1.) No one cares.
2.) Everyone wants.
3.) Nobody cares.
4.) We all want.

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Why don’t they just hire the content creators that found all of these bugs in less than a week?

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? No thought in filling in nodes lol and that’s what you do with the last 100ish.

They need to think more in terms of process and progression, not put everything in the destination

I think it would be cooler/better if they buff mobs a bit more and then make Paragon available from lvl35 or so

Basically treat Paragon as an “ascendancy” and part of the progression itself (not an afterthought)

Once that is done then they can, and frankly SHOULD update, upgrade, and even rework the augmentations for endgame mobs

Then and only then I think it would be cool and interesting to add Jewels and socketables for Paragon :slight_smile:

One more thing - think most of you won’t like this idea but I think it might work as intended - cap Paragon boards based on Difficulty chosen

  • Penitent & below only starter board
  • T1 = 2 boards
  • T2 = 3 boards
  • T3 = 4 boards
  • T4 = 5 boards

That way people can have a “hard cap” to how far they can go, and then focus on min-maxing to open the new difficulty i.e. add another board rather than doing Pits as if they’re some kind of a chore

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  1. I like paragon being account wide and allowing for carry over to alts (if there were any alts worth making). I dont like the boards layout and want them to go away… prefer D3 paragon system TBH where it was clearer what you get without the needless complexity/cumbersome system (I am copying a build guide anyway let me import like wow).
  2. I dont want to over simply the stat system. Multiplicative and additive and different damage formulas are ok… more transparency would be nice either through affliate sites like Maxroll (didnt realise how behind they were till this season when I started paying attention - they still dont have max resolve stacks in their build guide to allow rebound aspect multiplicative scaling… unless they know its getting nerfed?).
  3. NM dungeons are trash and dont really have a place, infernal hordes are just more fun.
  4. Balance classes better - agree
  5. Nah, this isnt poe. I dont want content so hard only 3% can do it. This is a mass market game, the fun comes from power. Have more skill check content (like citadel hard fail mechcanics) and less gear check do same thing but it takes twice as long to do (which is why damage nerfs are).
  6. As long as they are not impacting your gameplay by e.g duping and selling items or causing gameplay issues in open world nah, let people have fun. Using broken things, feeling like you have broken the game is what is fun about ARPGs.
  7. remove gem cap or just auto convert them to gold at cap.
  8. not a big deal, no comment… do harder content sooner maybe? (I killed a few goblins on launch, they gave a bit of stuff - felt fine).
  9. seems arbitrary and useless. Dont put guide rails on fun.
  10. again seems arbitrary and useless buff when its needed.
  11. I dont think there have been any this season, our definition of game breaking is clearly different. The game has been playable since launch for me…
  12. Yeah, agree with this I actually like knowing what they are looking at and working on, twitter is better for this.
  13. Nah, they release content I play content. I dont want a nanny state game, I want freedom to play it my way… you sound like a liberal.

Could also be simplified and added into the standard skill tree. Or glyphs could be reworked to be attachable to skill tree slots rather than paragon board, like WoW did in WOTLK. That system actually was very popular and well received. I know the games are different, but it’s a better approach than farming out a paragon board and navigating through dozens of nodes of MOSTLY useless stats, just to get to the 1 or 2 that you actually want. Can change the glyphs to be integrated into skills rather than into effects, that way it buffs the base statline of the character, and NOT the gear the character needs like it is right now.

Then we can go 1 step further, and create a system where certain pieces of gear (much like vampire season) need certain amounts of resources to activate certain gear to even be equipped, so you can’t stack all mythics. I forgot exactly how it worked, but to limit power creep, can make it so certain pieces of gear require certain things from certain glyphs or skills at certain levels. This also prevents S tier outlier builds from developing, but can still maintain AB tier builds. Kind of an amalgamation of ideas from things that actually worked well for blizzard development teams in the past. I wasn’t the biggest fan of the vampire thing, but i know most people were and I understood why it existed.

In order to restore balance, we need to focus on buffing the base of all the characters and moving the power / functional mechanics away from the gear substantially. A lot more of your power and basically ALL of your characters utility/functionality SHOULD come from your base characters skills than it currently does so gear and a specific combo of aspects doesn’t totally bust the character. This way they can play more on the balance of gear in the future with less chance to break stuff. When mechanics of a class can change beyond recognition constantly because of mechanics installed on gear, there’s too many combinations to balance.

Mechanics on character.
Damage and very very few mechanics if any at all, on gear.

How exactly could be a lot of different ways, but essentially, ^ this.

This is highly contrary to how most ARPGs work though.

I think opposite here. More cool mechanics and less damage on everything.

WE dont need this on gear it would confused and punish players for using mythics while making the market and gearing extremely hard to ever get anywhere as if you changed gear your build could break because you dont meet requirements now…not good.

You proposed this almost exact thing previously though with needing certain amounts of resources to activate certain gears.

What we can agree on is that there is a balance issue but this proposal does not fix it.

Each of your points is a knife thrust into the Diablo idea. Thankfully you are not one of the people responsible for the game design concept.

Here s how you save diablo, sell the ip to from software. Let them remake the whole franchise.

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nowhere in your list do you say you want to lower enemy health pools, just limiting how much damage a character can do.

If they just limited attacks to 999,999 damage, then this game would be terrible. Would take hours to get enough cinders to open one 75 chest in the helltide.

Notice how there’s less than 2 functionally loved argp’s. There’s a reason for that.

You should not have to be subject to an RNG system to get your character to be functional. That’s fun for nobody except those who win the RNG lottery or that buy their gear from a website.

As one of the most loved seasons, I’d have to say your opinion here is pretty not great. Nobody felt punished or confused by it for an entire season already. This was already a thing. It worked great.

No, I didn’t. This has nothing to do with abilities. It would act as more of a hard capped DMR, so people who happen to win the lottery of RNG an obscene amount of times, can’t necessarily benefit from it in a linear and single build kind of way, by letting their character become too powerful / unstoppable in a single build. If the skills are moved off the gear, it still doesn’t matter if the mythics together are what give you all your DMR, because now you can’t stack them. Everyone should be killable. Way more so than they are now.

The most successful season they had emulated quite a few of them. Thankfully they don’t wanna repeat success.

What the hell do you think balance things means? And actually further down I do…just not in the initial post. Didn’t think I needed to be that absurdly clear about every facet when I’m not sitting in the board room. Shame on me for thinking people had common sense.