Like tier lists are just relative groupings. Wouldn’t matter what they’re called. I picked pit tier lists for sake of discussion, but there are other things different builds can be good at and grouped by. Eg bossing, speed farming, others not even published like fast pacing around whispers for example.
Back to the pit example. Yes there’s been issues with Blizz efforts to land where they want with class changes. You get wild upper outliers and theres neglected low outliers as well as moving very slowly up low outliers.
The issue is it’s a bit all over the place.
Their intent is to bring them into a closer range. Imo they’re under resourced for the task. I’ve written in more detail on this in other topics, inc what to do about it.
Step 1 = pick a “range”, cap if you like (let’s say for the sake of argument Pit 80)
Step 2 = apply it => everything that does more than Pit85 type of damage nerf, everything that does under Pit70 buff, and no more monster (or Boss HP for that matter) scaling beyond that point
Step 3 = add 15-20 rare-occuring/unique monsters each dropping a separate/special thing
Step 4 = accept the game is unfinished and focus on monster evolutions for the late game
Step 5 = add more item types, not every item has to be “temperable” or “MW-able”, just give me a something different that can do different things (so I can experiment and push as far as I can, regardless if powerful or not, with it)
Playing with numbers won’t fix this, however getting rid of excuses to focus on playing with numbers long term is a start at least
No. That’s when people start overgearing before even attempting the boss in order to not waste keys. You only do the boss when you’re certain to oneshot it and when all gameplay and mechanics are trivialized.
A boss fight should have mechanics. It’s supposed to be a boss fight. Not a chest on legs you just click once in order to click the chest of loot. If anything, reduce the rate at which we do bosses but increase the quality of drops per run.
Now you’re simply just incorrect…
…and now you’re trying to remove the build variety you just were saying we needed more of.
Haven’t fully read the rest - but this is a bit flitty. You’re brushing over the thing about ‘solo’. I bet 95% of gameplay in this game is solo.
If I parse this paragraph further - and link it to the other paragraph about build diversity - what I think is happening is… you’re mainly in the “5%” group play cohort, you like a certain build(s), but your dungeon group always seems to kill everything too fast and/or make you feel like you’re not contributing much. Hence, “slowing down the game” (translation: making trash mobs chunkier) would let you pew pew more. (Devs need to be able to read between the lines.)
If I link this to your paragraph about set bonuses… it sounds like you envision solving this problem (of build imbalance & feeling less useful in your preferred play style: groups) by adding overpowered sets like in D3, whose apparent purpose was to get ahead of the runaway multipliers that were preventing any semblance of balance b/c the devs couldn’t think of a better way to get those under control.
…and D4 devs find themselves in the same boat (multipliers too layered & they’re not skilled enough to get them under control)… contributing to your preferred build(s) feeling less useful in groups, which is what you prefer to play in.
Sounds a bit too niche to take under advisement. Maybe they just need to work on balance at the root level, & hire more skilled systems devs if need be.