How about reducing Tier level and Pit levels, but also removing Paragon Board?

Just an idea, maybe remove the Paragon Board so people don’t hit billions of damage
and in addition reduce nightmare dungeons from 100 down to lets say 20?

So ideally the highest damage output would be around 1000-2000 damage (critting) instead of billions.

The only difference from NMD 100 to 20 is just numbers, maybe reduce them a bit and it’s easy to reduce all numbers by just removing the artificiall power creep provided by Paragon Board alone

Think we can agree that most people dont enjoy high numbers

I always think this but can’t figure its mathematics.
Max damage one can do should be 1million. Fastest drueil dies should be 5 min, not 10 seconds. Everything should scale humane way.
If everyone can do max damage all classes and all builds would be equal and it will be all about pleasure. Whatever you like most you play that.

Greatly appreciate this idea but I think it’s a lost train. In perspective of mathematic, we can’t return there.

They should calculate how much damage is required to kill Duriel in 5 minutes and that number should be the highest damage output possible.

So the best build can kill Duriel in 5 minutes.

And they should adjust all skills so they all can reach that point.

They could reach that by basically capping damage as well. After X amount of damage you can’t do more.

This way the game would stay hard and you would have to play through most mechanics. They can remove damage reduction effects or cap them as well in Uber Boss fights so you are forced to play mechanics no matter how much DR you have.

Don’t think the intention was to turn all players into some kind of gods.

Bad idea. Fiddling in the Paragon board is actually very enjoyable!

The problem is the multiplicative damage, as well as the damage reduction, as well as the multiplicative HP/Life buffs.

Just get rid of all multiplicatives (Glyphs, skill tree things, Lego Aspects, etc…) except these 3 FLAT percentage ones:

  • Critical: 50%[ x]… aka 150% of normal damage, retain crit chance gear.
  • Vuln: 20%[ x]… 120% of normal damage, retain the mechanics that inflicts vuln.
  • Overpower: maybe 50%[ x]?.. BUT!!! Chance of OP should be changeable by player instead of just flat 3%… Tie it to some defense stat that is somewhat accessible by all classes, like barrier or let all classes has easy(er) access to Fortify. Scale this chance up to 50% if that defense criteria can be met easily.

And then, get rid of all multiplicative defense (such as %DR) except below:

  • Elemental Resistance: This is ok because elemental enemies is meant to be a challenge to your defense to a particular element. Once you get capped resistance, that enemy(or at least that elemental attack) SHOULD correctly be rendered quite harmless.
  • Dodge & Shield Block: This is ok as long as 50%+ (Dodge and shield combined) not achievable.
  • MAYBE Fortify (10% or so): but only if it is accessible by all classes.

Then, let’s look at HP/Life… The barbarian should be tanky, but should not look at a bunch of 50+ enemies and gleefully jump in and expect to live. The fun way to tackle 50+ enemies is not to repeatedly one-click same skill on all of them at once, but to try to break them up into smaller groups, in normal RPG, that would be 5 enemies MAX for a party of 2~3 players, for ARPG, maybe 10 enemies at a time would be plenty. More than that should be viewed as a “hoard” and pose quite a threat. So Helltides should feel kinda scary, instead of the walk in the park as it stands now.

So the barbarian’s HP should be at most be like 130% of an average HP class like Rogue (Sorcs and necros should be just a little more fragile than rogue BTW), instead of 200% or more as it stands now… because for a boss to pose any threat to a barbarian with so much health, the hits needs to be one-shot scale for other classes. This make it impossible to balance the game.

Also HEALING… need to have a cooldown with the healing pots, and tone down healing per hit (make it delayed healing gradually like regen effect instead of instant heal), so that losing 80% life is not recoverable in less than 10 seconds.

With all of the above done, the enemies and bosses can move to a “many-hits to kill you” model, instead of trying to pose a threat by “one-hit kill you” model.

Actually, “Fortify” can be renamed as “Morale”, and that could be tie to how many favorable events had recently occurred, such as dodging/blocking a hit, scoring a Critical hit, Staggering a boss, killing an enemy, etc… Skills like Barbarian Warcry can help boost this morale for everyone; and Necro - being the master of negative energy, could drain on everyone’s morale to do something interesting.

And then this “Morale” will increase the chance of “Overpower”, and provide the 10% or so damage reduction as per “Fortify”.

I actually doubt this statement. My guess is large numbers cause excitement up until they become impossible numbers to really comprehend. It shows power gain over time and creates cool screenshots for people. A LOT of psychology goes into gaming and if small numbers were more fun to the vast majority I think you’d see it happen in more games.

Personally I just inherently interpret damage as a % so… I am bad person to have this work or not work on, heh

Re-scale it but I wouldn’t remove it. The Paragon Board is one of the better aspects in D4 imho. It is something interesting to mess with and allows for a new way to provide nerfs and buffs through tweaking those numbers and introducing new boards.

1 Like

instead of insane multipliers the glyphs and keystone nodes should affect how skills work it will let us have more choices on legendary gear.

And who , my man is forcing you into playing such OP builds? Take all the wrong paragons, use bad items, forget that uniques exist, problem solved. You’re smart, figure it out without destroying some other people’s fun.

I will greatly disagree with this statement. Anyone that was hooked on the massive massive stupid power creep of d3 is clamoring for moar damage and stupid mechanics like set gear. Its like a Jedi Mind trick, they think they are better players with a few extra zeros for doing the same skills

Not good, actually BAD.

I think PLAYERS no one want to be WEAK. We want the enemy to become stronger and we to become "More“ stronger.

If you want your damage nerfed just play on console instead of pc. You’ll notice an immediate change since console has a damage cap.

I think I speak for myself when I say I don’t enjoy high numbers.

Fixed it for you. Don’t make assumptions that the entire player base doesn’t enjoy big numbers. Personally speaking I don’t care about damage numbers on the screen, I care about the percent of health I take away from a boss with each hit.

The actual damage number itself is irrelevant to me, does it do 1%, 5%, 10%, etc. of the bosses health? That’s what I’m looking at. I look more at the health bar than I do the numbers.

However I know I’m not the majority. Some people love really big numbers in video games.

1 Like

Yeah, I once saw a 500€ bill and the sole sight gave me crippling depression.
So high value. In a bill.