I’ve seen this balance and long term health of the game mentioned a bunch by the devs, but I don’t think we’ve ever had them define specifically what these things mean to them. To this point, from a high level what we’ve mostly seen in hotfixes and patches is a cycle of taking things away, and then subsequently giving a little bit of what was taken away back. There’s certainly more nuance to the changes they’ve made so far, but from my perspective this roughly describes what they’ve done so far. I think it’s pretty clear that the devs are fighting against the prospect of power creep while simultaneously working to normalize power for all classes and abilities in a pretty aggressive way. My question is this - should they be?
What should the ultimate goal of balance be?
1.) To create equality across the board or
2.) To make things as fun as possible
There are always going to be certain skills players gravitate towards, and blizzard should know what those are by this point. What is the right thing to do with that knowledge? Do you leverage the skills you know your players tend to think are awesome to use by finding ways to keep encouraging their use, or do you try to bring them back to the mean in effort to force people to try other things? I think we can safely assume by now that these guys are very worried about power creep, so if their goal is to push things towards a mean, then nerfs are going to be a way of life that players will need to be at peace with.
I do understand wanting to avoid power creep, but I also think it’s important to concede that some power creep is fine over the course of a games life. There is more than one way to make adjustments to bring the end game into step with power creep. This is especially true due to the relatively short seasons Blizzard is using - this gives them built in agility to change things up if they notice player power is trivializing their content. Right now, I don’t think that is something that is being leveraged at all. To me, it sort of feels like the current dev team is implementing scared, which is especially odd given the fact that leaderboards aren’t even out yet. My basis for this thinking is rooted in the following:
- very reactionary, heavy handed nerfs have occurred multiple times in the games first two months
- outrageously conservative itemization. Small, bland mod pools and very shallow loot tables
- very flat progression curve in the end game. Chase items are horrendously implemented (not findable) and with only a few exceptions, unique items that players do have the opportunity to play around with are static and include painful trade-offs
- way too much disparity between the quantity of additive and multiplicative damage buckets
My brother has been on me about playing this game with him, and tonight he challenged me to explain why I’m frustrated with it. After dropping the salt and thinking about it, I think what I’ve described above pretty much encapsulates why. I just don’t feel like these guys are looking at game balance from the lens of “what can we do to make this as fun as possible,” but instead are choosing to look at in from the perspective of normalizing performance as tightly as possible.
They keep telling us they are taking an iterative approach to developing this game, but in my opinion what we’ve really seen are a whole lot of nerfs and road blocks sprinkled in with incremental apology buffs, all in pursuit of an overarching design philosophy that doesn’t very often result in implementations their players are asking for.
Ultimately, what I’d like to see is more aggressive implementations in the opposite direction. Give us a bunch of challenging things to do. Give us those omg drop moments every few hundred hours like PoE and D2 do. Don’t balance the game in a way where you normalize your players experience - balance it in a way where you electrify it. Swing for the fences and when you make changes, start by asking a simple question - is this fun?