Rob’s summary was pretty good IMO

Quite the rant trying to defend advertising for some stranger. Just stop simpin. Its weird.

I’m honestly struggling to see why you’re so hung up on why they’d link to some streamer. It happens all the time not only in these forums but across the Internet.

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Yep, and i am wondering why people feel the need to advertise for these people they dont know and why they cant just think for themselves. Its weird.

So you’ve never hit the share button on any social media posts or a website or anything before?

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No, why would I?

2020

So he plays the most busted build in the PTR then complains the pit is too easy.

Assuming you’re telling the truth you’re probably in the very small minority of people who’ve never read something thought it was interesting and then shared it so anyone else you may be interested can also read it.

To further answer your question a bit. Ever wonder why every YouTube video has please like and subscribe in the video? Because liking and subscribing influence the algorithm that will show that video to other people. Sharing is also another metric in these algorithms. So by doing so you’re helping a a content creator you like get more viewers, which in turn helps them create more content.

I bet even if you have no personally shared something you liked, be it a YouTube video, song, news article, movie trailer and so on. If you’ve been on the Internet for more than a day I bet you’ve seen something someone shared and thought oh that’s interesting and clicked on it.

My feeling here is you’re not a fan of Rob’s, and that’s fine, but you fully understand how the Internet works and why people share things but it’s the fact he shared something you didn’t like that’s triggered you here.

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Dont know who Rob is and didnt watch it so you cant say i just dont like it. You are obviously missing the point

You’re point is why are they sharing a video for someone posted on the Internet? The answer is that’s what people do on the Internet. It’s why there is a share button on everything.

Guys, it’s simple

We’re trying to “straighten out” the road by adding potholes to fit a irregularly-shaped tire, whilst what we should be talking about is the “straightening” out the tire itself

Fix the damn balance first talk everything later

There’s absolutely NO WAY that any character with ANY gear should hit billions, with whatever build, with whatever “bug” there’s NO WAY that that should happen

Cross the dot’s on the I’s and the crosses on the T’s

Take another look at damage calculation formula if need be, but one thing is simple

Before adding or discussing about “endless progression” balance properly the one that exists first

There’s absolutely no way that a 40% LH chance to hit 40k elemental damage should end up doing billions of damage per second (something’s wrong with the damage calculation formulas and fix that first)

As streamer that exploit game flaws.
He could be a useful guy for better game balance IF and only IF blizzard fixed the flaws he find out.

Thanks for the highlight. I added a new post actually with the community’s response. It’s up on reddit:
https://www.reddit.com/r/diablo4/comments/1c3tb4h/final_ptr_feedback_v20_top_16_needed_changes_to/

What if the mobs had 800 trillion health? Would hitting for billions make sense in that scenario? Number are just numbers and they mean nothing in this context. Time to kill is what matters. This is why they should have omitted damage numbers from the UI. People get hung up on big number when big number doesn’t mean one shot everything.

Larger numbers are actually better for balance. With condensed down values for damage if there were a desire to establish buckets of power smaller numbers make that more difficult. Say with small numbers bucket 1 may be restricted to 1 damage while buckets 2,3,4 are 2,3, and 4 damage respectively. There isn’t any sort of wiggle room within that bucket of damage. Now if the ranges were 0-1B, 1-2B, 2-3B, 3-4B interactions between skills, gear, or systems are able to be made that would fit the total damage into each bucket. Then the encounters could be designed based on which progression bucket the encounter should exist for. Small numbers would be much more difficult to hit the mark on for balance purposes.

This should never happen, game is badly designed if this is the case (which it is)

I get the ratio of HP/Damage issue but that’s a consequence of bad math design and balance/progression

If anything mobs should have Armor, DEF-rating (or DR%), and sometimes Res themselves, and their HP scale up to like a million at most (10 Million if a late-game/end-game Boss)

Armor, Res, mob-DR, that’s the way to do it properly, IN FACT come to think about it should’ve been done yesterday :stuck_out_tongue:

I mean we already have the worst of all outcomes in the game “Increased Health” augmentation. Which makes it even worse than it should be tbh

Increased Health and now what ?, have to Crit & Overpower like crazy to kill that one stupid group that has 10x the HP of everyone else for a minute (or scale into billions of damage). Or wait, didn’t use some broken multiplier of a build and now have to sit and fight those 5 mobs for like 5 minutes :smiley: ?

TLDR ? - whenever a bad design is witnessed, need to fix it, not adapt according to it

So the best game would have mobs with 1 health? Why is 1 better than 10 million is better than a billion is better than 10 billion? In all scenarios if the mob took the same amount of time to kill the actual number itself doesn’t matter at all.

Especially when they have streamer privilege and get all kinds of gold, perfect gear rolls, boss summons carries, etc that the average gamer would be lucky to get half the gear they have at seasons end that those guys have in two weeks.

The number is irrelevant and has nothing to do with whether or not the design is good or bad.

Don’t play dumb, you know better

https://www.youtube.com/watch?v=GguiqQUhojo

vs

https://www.youtube.com/watch?v=m828WCD9ovY

And that’s not even the biggest discrepancy of performance you can find, some even 3-shot a lvl200 boss ?

Balance is much more doable when builds differ in single digits in DPS factor maybe 10x-12x-ish in performance, never in the 100x+

The smaller the numbers, the easier to balance, should be intuitive (to most) by now, and besides, it’s just straight up dumb. Some “damage inflation mechanism” should be implemented to make it look better (and reduce range of performance) like shown in the 2 videos

@Subdriver - same, examples shown

Yo Vic1ouS, you the greatest unemployed game designer or what? Cause you love to talk a mean game, but I’m betting you’ve never worked on a AAA title in your life.

Armchair developer extraordinaire

What do numbers in the billions or trillions versus hundreds and thousands matter for what you posted? The same discrepancy in balance would exist if you divided a billion by a million or a trillion by a billion.

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