NEW BLOG just posted

I’m of the opinion that they wanted to go the D3 necro route from the beginning, but used a minions build for the hype beta to shift more units. Now we’ll get the “real” necro because “well the community feedback demanded minions get nerfed”. Literally no one said that once. So dumb.

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That’s what I mean, like who is asking for those changes, and honestly I get structural changes in game, but shouldn’t “balance” changes be after launch lol.

I will also be playing mostly necro, but those changes seem kinda whatface.

As someone who as theorycrafted Necro for hours, i can tell it most likely comes down to Minions being 4 shot in Endgame either way (there is a passive that make Minions take no more than 25% hp from a hit), so them being more easily killed doesn’t matter. Then you have synergies with healing orbs dropping often and healing Minions that may make it feasible to play minions against bosses. But we will have to wait and see.

What’s funny is the emphasis on the minions, and not a single letter said about curses. The fact that curses have a passive that has literally 0 use against bosses which is just bad design, or that they are grossly underperforming mechanically across the board.

good start!

others that are still needing review

  • map overlay that allows moving through the world when open

  • tool tips for items on the ground so we don’t have to empty or drop items to review the new items and then choose which is the best.

  • loot filter much beyond the ability to just filter by tier. item types, stat types, base item types, along with tier or quality

These need to be addressed or added before the launch. pretty basic QoL items that are arpg standard. in no way is the game better for not allowing the functions listed above

I wouldn’t be so sure bro.

I think they should only let you reset if you have completed the dungeon.

Then what happens if you join a friend who is doing the dungeon? It just won’t let you? That seems short sighted.

Lol this is obviously what people will do to try and cheat the system by loading into each others layers.

Dude I see you a mile off…

Honestly who cares about players like this.

If your mate is in the dungeon and you cleared the first room of elites then just let them join. Kill the pack of elites again, but how annoying is it going to be having to have tons of people to switch layers to.

Maybe you have 4 people who are doing this. 4 cheating losers btw. Ok fine but they still only get 4 packs of elites before each world has a dungeon in it that hasn’t been completed and needs to be before it can be reset.

I think this is a pretty good measure.

I’m very happy about this as it was literally something I gave a bug report about.

Get rekt exploiters :slight_smile:

Tiny cellars should not be able to be reset ever. Especially after buffing them.

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I agree

You use a second account to reset dungeons while you grind the dungeon you are in.

They can’t fix it for groups…

Then why let any dungeon be reset? I mean, where do you draw the line? It also will never work because of groups.

Lol wishful thinking but I don’t think you thought this all the way through. You get 2 packs of elites wow. Now you have to complete the dungeon. 2 packs of Elites? Hardly boosting lol.

Easy. You draw the line right there.

You can reset a dungeon ONLY if you have actually completed the dungeon. Tiny cellar spaces are never able to be reset. They’re just a nice little room to do as you walk past.

This is an extremely easy line to draw and fix.

Did you group in the betas? You can 100% use a group to get around this. I mean the blog even said as much.

You aren’t thinking hard enough with the options of grouping.

Farming Pindleskin in D2 isn’t an exploit. It’s a legitimate way to spend time. No one does just that. But it’s nice to have an array of ways to farm instead of one you must do all the time.

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I think Blizzard should save the state of peoples dungeons. Forcing them to visit like 10 dungeons before it resets the first one. That way it wouldn’t be efficient to do this.

What blog were you reading?

In a 20 year old game.

Blizzard are doing the right thing here they clearly understand the issues and I’m actually really impressed they are sorting out exploits like this so early.

Probably the worst 2 exploits in the game were resetting dungeons hence why I made this post Botting problems and being able to increase your attack speed with movement cancel.

Which I also posted about Increase attack speed with animation cancel 30%!

Great work Blizzard!

Looks like they’re going to do some cool stuff with dungeon reset and make sure blasting the same room over and over isn’t something players expect to be able to do. And if people are cheating it by using different layers well I hope they make it only able to be done by each layer once till they need to do the whole dungeon anyway which would make it completely pointless.

Actually really happy to see this as one of the first updates. The balance patch looked reasonable too I like that they nerfed Necro corpse explosion was stupid.

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Another option to combat grinders is to add diminishing returns to loot. Guild wars 2 did that to fight botters.

A whole world, encourage world trip tours instead of staying in conformity in one place.

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Why do grinders need to be combatted? lol if you don’t like grinding, don’t play a loot hunting game. Wow

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Simply, go elsewere, dont obsess over a single boss or small group of enemies for a long period. Needs diminishing returns.

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Why? You don’t think bots can just program moving to different spots? What’s the point?

I’d ask to reinstate Reset Dungeons and have it be more in line with WoW. You can do x number of resets per hour.

Also hope that necro minions that die more often will die less often with the upgrades spec’d into with more damage/life (as this of course gives a reason to spec into the minion upgrades even more so).

Overall nice to see the changes!

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Alot of good changes here that I’m happy to see, but some changes don’t seem like they belong.

I was of the opinion that dungeons needed serious rework. I personally wanted them to remove the objectives in dungeons or make them option to complete. What they’ve done is make it easier to complete the objectives. This at first seemed like a good middle ground and I suppose that it is. But some changes don’t fit the aesthetic or feel of the game.

  • “Returning a Portable Object to its Pedestal now fully restores Health, Resource, Potions, and resets cooldowns for all nearby players”

This does not feel good. Players are still expected to play the game/character. You need to manage cooldowns and resources. This makes the game feel too easy and almost like they’re saying “sorry for our mistake in design, let me give you this big present.” It just feels wrong to be in the game.

  • When Animus is gathered, the player and nearby allies will:
    • Gain 10 Resource.
    • Reduce all active Cooldowns by 1 second.

Again, this doesn’t feel right. It’s not part of a build that helps with CDs or resource generation, they’re just giving us stuff for free. That doesn’t fit the dark and dirty and battle-torn feel of the game. The game is supposed “feel” hard even if the difficulty doesn’t have to actually be hard. We’re in a world surrounded by demons.

  • While carrying the Ancient’s Statue, Bloodstone, Mechanical Box, or Stone Carving, you will receive a Momentum bonus granting a 25% move speed increase

I think this is just going to result in players picking up the first objective thing and just running around the whole dungeon with +25% movespeed to kill everything then leave. Why finish the dungeon when you’re now walking 25% slower? And it’s not always the case that unlocking the door leads directly to the boss–sometimes the boss is still a ways away.

There were a lot of good changes, but these select few went too far.

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Quin agrees that no reset dungeon is good :slight_smile: