We have now turned a once beloved Game series and turned it into a blasting arcade shooter. Might as well just have POW powerups and extra live megaman heads in the game at this point.
I csn explain you why. First because multiplicative damage. We should leave only additive. And than we can balance all things.
Spent around 20h on my Lightning Spear Sorcerer. Levelled my Glyphs to Legendary, just 46. My gear is not all fully Masterwork yet. 1 GA items, Shako and Starless Ring. Left the Shroud in the stash. Still don’t need it. I am already blasting everything. At least I have to use a few buttons to attack the enemies not just run in the middle of them as I was doing with my Barb.
Maybe Tier B builds are already too strong for this game.
I cut the “maybe” out for you.
Today i realized we were in T4 with 4 of 5 glyphs at level 1. NOT USING META BUILDS
I heard earthquake barbs can beat T4 naked!
Yes. Clear paths to power (answers to the riddle) are always going to be popular. Whereas games become more complicated over the course of years humans become more intellectually capable over the course of millennia.
Kinda,
Having exclusively additive is boring as well
Think S1 had the right idea to make “conditions” multiplicative and damage types mostly additive (except glyphs/masteries maybe)
For example if you equip a Staff with 35% bonus damage vs CC-ed targets - it should be 35%, not a 3.5%, it just feels pointless and bad
The problem with S1 conditionals was that there were just TOO MUCH of them
- vs chilled
- vs slowed
- vs impaired
- vs knocked down
- vs immobilized
- vs stunned
- vs frozen
- vs poisoned
- vs bleeding
- vs burning
- vs cursed
- vs affected by shadow damage
- vs affected by traps
Just notice how I divided all that into 4 affixes which might as well have been:
- vs mobility impaired
- vs knocked down
- vs suffering
- vs debuffed
DONE
Those are your 4 multipliers (based on playstyle) but then kinda reduce the chance % for those to happen
Then just add the masteries as an affix roll for the late game (relatively low numbers), so it feels like people are chasing something to specialize their gains
- Physical mastery (buffs all physical damage by some x%)
- Elemental mastery (same but for non-physical x%)
- Ailment mastery (buff all vs suffering and DoT effects by x%)
- Effect mastery (buff all secondary effects, including LH and Overpower)
And be done there, the numbers won’t go into billions and the gameplay will feel relatively intuitively I’d say
I am not sure if the balance point should be at b or low a, but surely, in that ballpark. If what you suggest is also complimented by raising c tiers from the grave and pushing them up, I am behind this suggestion.
You can blame GGG for this. They were too scared to nerf anything for 5 years and babied the zoom zooms.
Now only gambling addicts who pretend 0-1 button game play is playing a video game are left.
Nope
The blame pie is super simple:
90% Rod Fergusson
10% Maxroll GG
Or could say it the other way but it was his JOB to recognize that Maxroll guys were absolutely terrible to listen to and frankly detached from the majority of the (at least back then) playerbase
Hey now, I’ll have you know my Andy Barrage Rogue presses the same 3 skill shortcuts in a row every 1-5 seconds while holding down my LMB and M5 and the occasional 4 to dash through enemies!
lol
Why don’t you just play B tier and below and let the people with A and S tier have fun. Always these stupid nerf requests to rob others of their fun…
Because sooner or later the game will get readjusted to “fit” this leaving everyone else in the rearview mirror (and it’s been worse and worse every season straight)
It is a common sense move to make that almost always (if not always) ends up better
- Devs don’t have to work 3000% sped up turbo to create new stuff all the time
- They don’t have to FotM rotate and frustrate people as bad
- People that don’t play countless hours will stay behind much less
Sorry that you equate fun and power but you are the problem (and in general people that ask for that), the consequences kill the game (on both ends) and are bad
I disagree with this.
See, if Blizzard stopped nerfing A and S tier builds every season, we would have (and had) every class and a lot more builds each in those categories now.
This comes down to further my comment above, when all classes have so much build diversity in those categories they would not need to adjust (nerf) classes at the end of each season and build them from the ground up next season.
After having all classes and many builds each in these categories, they could start adjusting monster hp and whatnot accordingly so t4 doesn’t become a joke.
(And even if Blizzard worked hard, it’s their job, we should not find ways to “make their job easier”, they are practically not doing anything currently and you want to make it even more easier to them?)
Anyways, this is artificial gate keeping imo and it is not working.
Tell me, do you even want to play the game or just equip anything and one-shot everything until you get what the “season’s cake” is ?
Just no, always better to nerf the stronger things and readjust down, ALWAYS
The reason is super simple - everything goes to more reasonable range, weaker builds won’t get 1000x weaker, they’ll get 10x weaker (if that), and again - devs won’t have to completely reinvent the game over and over
Every single season same story again and again - some can 3 shot torment bosses, others have to fight a 20 minute fight that is almost pixel-perfect
Bring the 20 minute down to 5 minutes, and bring down the 3 shot to 150 shot or something like that… Make it FAIR, not strong, FAIR
Slowing down the pace has additional benefits - content is more resilient to obsolecence
If you killed something 500 times last season then that “old” content (or leftovers from an old/er content) is totally irellevant, TOTALLY. Even if there was some point in having it - it is irellevant to you as a player
If you managed to beat it like just 20 times and they find a way how to make it slightly different in impact along with a new content - it is still relevant again
Let the game “breathe”, let it grow it’s own resilience from the vast amount of “everyone has seen, acquired, and knows everything” for once ffs, let the unknowns stay that and let them pile up a bit - the game will be MUCH better once people start having a different gameplay experience instead of all of it being (and for everyone) copy-paste
That would SUCK. A bunch of broken builds that trivialize the game? Do you actually enjoy playing like that?
What season cake though? We don’t have season cake. We barely have end game content and that’s trying to reach as high pit tiers as possible if you care for this in the first place. If not, then we don’t have end game.
Yes I do want to play the game, that’s my entire point. I don’t want to turn the game in super frustration like most of you in this thread seem to wish. I don’t want t4 to be a struggle fest. I want to be able to level my glyphs to 100 and also be able to challenge myself to high pit tiers. I want to have fun while doing all these activities.
I don’t want the game to turn into a hardcore struggle fest where even t4 is almost impossible to reach. You all seem to wish to make the game miserable for majority of the playerbase, because B tiers and lower cannot even reach t4 or barely do activities in t4, that’s what you all are wanting here.
And this is exactly what they have been doing every single season except for Barbarians for the majority of the time.
How did this work out? Do you see many players happily playing the game?
No, playing the game becomes a miserable experience.
Devs are not reinventing the game, they are artificially gatekeeping content by nerfing players favourite builds and therefore the content.
They can do this by adjusting monster hp and their defenses accordingly after buffing every class and builds so we have more diversity.
Both can be done, one does not have to exclude the other. This can be reached without nerfing. They have been nerfing every S tier and A tier every single season, it did not work out.
Game needs to be playable, t4 should be playable at relative ease (I’m not saying snorefest though). People should be able to get their glyphs to 100 in builds they wish to play. Pit 150 should be reachable but with a lot of work on your gear.
People should have fun not be miserable.
I remember saying that Blizzard should tune monster hp etc accordingly too, meaning the game would not be trivialized but we would have a lot more build diversity.
So, Bunny, your solution to a handful of broken builds is to buff every single non-broken build to broken build damage levels … and then buff monster damage and HP accourdingly?
Instead of just nerfing the broken builds?
… thats the most difficult way to achieve parity!
My God, you truly are stubborn beyond reason
THE very first thing I pointed out was - the game will be adjusted to stronger builds
You said no
Then now you reply to the other dude with
Therefore admitting that my first point and hypothesis was correct (cause that’s the way according to you to solve the problem)
But, the math is simple. Give it up, can’t have both
Build diversity and “endgame content” don’t go along with one another, they’re reversely proportional:
- The more things you one-shot, the less things to “efficiently” get loot from
- The less things you farm efficiently from - the less builds will be viable
- The less builds viable the bigger the frustration
It is THAT simple
IN FACT that’s what they did in S1 (not nerf strong builds and increase monster HP) and everything (literally everything) went into the TOTAL disaster direction
That costed almost the entire game and entire project (until S4 where the devs pulled out somewhat of a miracle). Yes in meantime (S2) they did a 180% which ended up even worse
Just no - being unconditionally superior is dumb, it is the fastest way to kill an entire game for everyone (casuals involved)