Now remember, you would have NO idea what your WW Barbarian was like before since this 1.1.0a would have been the release.
All the stuff they added and changed wouldn’t have been changed because that would have been the only way we knew.
I actually played a lot the last few days and admittedly like the game a lot more… even though I am still salty about a bunch of changes, I feel the game is in a good place to move forward… and I was PI$$ED after the patch.
Majority of the hate and anger is because of the way it was when released and the changes they implemented with 1.1.0a to “improve it”.
if it was released like this everyone would have been fine because then they would be like this is nice its hard its a challenge
now its like ah my super op build isnt working or im dying alot more etc cos its alot harder now. the patch and nerfs should have happened alot sooner than they did that way the backlash wouldnt have been so bad
More than likely yes. My rage has nothing to do with my character getting weaker. Mine is about the nonstop release of unfinished, untested, unpolished AAA games. I thought i’d seen it all, then RedFall happened. By the Nine what the hell was that? lol
If this patch came out after the first week of game release, people would not be mad as the devs would have addressed the minor things and then people can work on their builds after that patch. But the current patch was designed to target current builds and make them weaker than what they are. I am still trying to understand on how they want people to reach tier 100 nightmare if they keep nerfing them back. I used to do tier 50/60 on rogue and tier 70/80 on druid. But now both are pushed 10 to 20 tiers back. It is honestly annoying. Anyway, lets see what they say on the campfire for friday.
Considering that XP gain has been an issue all along, that would have the same outcome. Barbarian is relatively very weak and so is sorc, so that would have the same outcome too.
Then there’s all the other issues that haven’t even been touched yet:
Still way too little stash space
Still no gem tab/replacement
Still terrible horse movement
Still can’t teleport directly into NM Dungeon
Still have to run halfway across a dungeon after reviving
Still no in-game event timer for Legion/World Boss/Helltide events
Still no group finder/LFG
Still no useful funcitonality for Clans
Still no “Sell all common/magic/rare” options in the vendors
Still sparse enemy density in dungeons
Still no fix for Resistances not working
Still no chance to get certain uniques
Still unreasonably expensive to do a full character respec
Still unreasonably expensive to reroll stats at the occultist
Still gets boring after around character lv.75-80
Still has VRAM leak and microstutters
In short, no I think it would have the same issues, though we might still have a bit more patience left without this latest punch in the face.
If its anything but “If you perceived a thing, and if the way you perceived it made you upset, then we apologize for the reaction you had for the way you perceived the thing that might have happened”… I’ll be REALLY surprised lol
Whoops almost forgot the obligatory, “we need to do better” lol
Itemization is really bad. I’m not sure it would be that hard to balance with better design, but they’ve given themselves some real challenges basing class design *so heavily on secondaries.
Its very hard to fix now without redesigning everything, and that’s going to take a long time.
Yup, this is the core issue and I don’t think enough people realize it. It’s going to almost impossible to balance. The whole modifier system needs to be thrown out and rebuilt from scratch by someone who knows what they are doing. Which I don’t think will ever happen.
What if this is the plan to shake up the meta every season? Completely shift the magnitude of stats importance. Like next season they’ll buff the crap out of Overpower, year from now Vulnerable makes its return.
Yeah but you are missing the point of the post. You wouldn’t have known about any buffs/nerfs/balance because THIS would have been the only patch you knew.
Resistances are broken. The have been since launch (or before) and the Devs have acknowledged this and are aware.
Fast Forward to Season 1. Resistances are still broken, and aren’t going to be fixed until at least season 2. Now lets take a look at one specific Malignant Heart in Season 1:
“Spellbreaking” Malignant Heart: After taking Elemental damage, gain 20-40% Resistance to that element for 5 seconds.
Malignant Hearts are disappearing at the end of Season 1.
So, what I am asking the community is to explain how this makes sense. Why even include this item in the pool if the effect is known to be broken? If the item is going to disappear before resistances are fixed, why incluide it at all?
My first character was a sorc, so I would have had an issue. I remember being confused and looking up whether they were supposed to be so weak or not and finding out that the bulk of their defenses come from resistances (like, all over their paragon boards) and finding out resistances were not working as intended. The patch drastically reduced armor/all the things we were trying to do to compensate for being so busted.
*If the patch were implemented day 1 of release, I just would have wound up looking up what the issue was even sooner.
Other classes, I’m not sure. At least I learned before season 1 that the correct answer for wannabe sorcs is the real Diablo 4 sorc, the necromancer.
Don’t know how everyone else feels but I think as long as the damage is ludicrous JRPG numbers the game will never be finely balanced. You cant have damage range from a value with 6 zeroes behind it to a value with 36 zeroes behind it and be able to predict the effects of a change with any accuracy. It’s impossible. It’s also completely alienating to your friends at different power levels, but we already knew that from D3.
Director of the game 4 months ago " Diablo 4 won’t have huge damage numbers, praise Lilith" per article from PCGames
“If we want to increase a monster’s defensive power from level 31 to level 32 by 10%, that means the level 32 monster is going to have 10% more HP. If you do this from level one to level 100, it ends up with a super big number; billions, or even trillions.
“For players to be able to kill these monsters they have to be dealing billions of damage, and in Diablo 4 we show this number as floating damage text; we can’t hide it. So, because this number is so big, it covers a big chunk of the screen.”
Game director Joe Shely notes that these numbers are “hard to understand,” especially because “combat in Diablo is really fast and you want to be able to quickly understand how much damage you’re doing. We want to keep the numbers down.”
Fast forward 4 months
" Diablo 4 Player Deals Undecillions of Damage in One Hit"