I wanted to take a moment to share my perspective on Blizzard’s recent decision to nerf most classes and slow down the game. I understand that some of you might be frustrated with these changes, but let’s take a step back and look at the bigger picture.
Balance is key: One of the most critical aspects of any competitive game is maintaining balance among classes. When certain classes dominate the meta, it can lead to a stale and uninteresting gameplay experience. By nerfing overpowered classes, Blizzard aims to level the playing field, encouraging diversity in class choices and making the game more engaging for everyone.
Long-term health of the game: Games that undergo frequent and significant balance changes tend to have a longer lifespan. When Blizzard slows down the pace of the game, they allow players to adapt, strategize, and explore new tactics. This ensures that the meta doesn’t become stagnant, preventing player burnout and making the game more enjoyable in the long run.
Encouraging skill development: Slowing down the game can lead to more thoughtful decision-making and strategic play. Instead of relying on fast-paced mechanics, players will have to focus on their skills, teamwork, and coordination. This shift can elevate the level of play and create a more rewarding experience for dedicated players who invest time in mastering their class.
New opportunities for underused classes: When overpowered classes get nerfed, it opens up space for less popular or underused classes to shine. Players who have been loyal to these classes for a long time finally get a chance to see their efforts pay off and make a meaningful contribution to their teams.
Reducing power creep: As a game evolves over time, there’s a natural tendency for new content and abilities to become more powerful than the existing ones. By nerfing classes and slowing down the game, Blizzard can effectively manage power creep, ensuring that the game remains balanced and enjoyable for both new and veteran players.
Community feedback and iterative development: Blizzard is known for valuing player feedback. While nerfs may initially be met with mixed reactions, the development team takes feedback into account and continuously iterates on the game’s balance. This process helps to refine and improve the overall experience, making it more satisfying for the entire player base.
While nerfing classes and slowing down the game might seem frustrating at first glance, it’s important to appreciate Blizzard’s commitment to creating a balanced and engaging experience. By striving to maintain a healthy game environment, encouraging skill development, and valuing player feedback, they are paving the way for a thriving and enduring gaming community.
Let’s give these changes a chance and embrace the opportunities they bring to the game. Happy gaming, everyone!
I understand your comments but I seem to remember the exact same rational back in D3 before the dev got reassigned. Especially the point’s about gems in storage and the “we want people to use items with more specialized abilities vs general abilities”, as well as other game design logic that made it easy for me to stop playing and not give Blizz any more $$$$.
So I can say in general your points are valid but how they are implemented are huge.
I still hope that S1 is good with these changes and others we do not know about.
Assuming this post was made in good faith, they made poor design decisions to accomplish their goals that result in the game being less fun.
It’s also braindead to nerf sources of armor when resists haven’t been fixed yet, especially when classes (ahem sorc) were struggling with survivability. They could have said, “we plan on rebalancing damage mitigation in Season 2 along when we address resistance balance”. That would have warned us, but left survivability relatively intact.
The damage nerfs suck too, but no one wants to randomly die to a white mob because they have no damage mitigation.
Balance is important, Nerfing BS and Druid unstoppable was actual balancing, nerfing all characters’ survivability was not.
Slowing player progression without any ways to compensate is not healthy, its just a nerf. (likely to slow down and artificially show higher player retention rates)
Elevating team play would require better means to communicate ingame and hereby form “A Team” (no group finder)
Sounds good in theory, was not achieved at all. Top meta was weakened but disparity between them and other builds remains the same as gamewide armor/survivability, CDR nerfs applied to all classes. We all got squishier for no understandable balancing reason.
The intent of the patch seems to be 2 things at this point.
Herd players to play season 1 (for the gems to compensate their current power loss)
Also to artificially inflate player retention rates by making progress slower.
They could have avoided most of this if they were still doing PTR. I can’t figure out why they stopped doing this. If they did that, then at least players could have at least warned them that it was a bad idea before they tried to release it like this. Doesn’t make any sense.
I really couldn’t care less about everything you said.
The game is out and I want to have fun NOW and not in 2-3 years when the game is old news.
Most of the people play now and will drop it sooner or later.
The overall health of the game, the balance and everything else is not my job. It’s their job and they pretty much nerfed the fun out of the game since beta.
They can do all these nerfs but cant give us a better storage system? they can do all these nerfs and cant fix resists? Health of the game? im so sick and tired of that excuse any time a game messes up. Fixing resist is astronomical for the health of the game. Trying to bank on more money from seasonal sales. Thats not good for the health of the game. Pushing seasons to a couple months after release was a horrible move.
I know right, resists don’t contribute anything to survivability at this point, so the devs nerf the only current functioning option for survivability which was armor and disobedience.
Like bruh its not our fault majority of use armor and disobedience, there is not other defensive stats to use at the moment.