Why making the game easier? 🤷‍♂️

99% of the content in D4 is so easy and trivial, you can beat it by rolling your head over the keyboard while sleeping.

Instead of giving us more endgame challanges (an endgame that you reach after few hours btw) you make it even easier by nerfing pits. -.-

I mean the power fantasy is a good thing at a certain point, esp if you invest a lot of time and effort into your build but in D4 there’s never a challange or a real threatment at any time in 99% of the content.

Yes they’re higher pits and maybe we can count Uber Lillith to “challanging” for certain builds but thats it.

Farming gear outside of Pits100+ feels more like a torture, because the only challange is not to fall asleep while 1 hitting everything and get 0 damage in return…And this in almost all content of the game outside of higher Pits.

Suggestion: The “profane mindcage” is a great mechanic but +10 LVL is way to low to offer a little bit of a challange, even for OKish equiped characters.

It would be realy nice if you could expand the idea of “profane mindcage” and give use higher scaling possibilities (up to +100 LVL and maybe even more) so we have challanges throughout the whole game with a decent equiped char.

And ofc with the motto: High risk, high reward…f.e. increasing the GA dropchance as higher the scaling (talking about up to 2% at the highest scaling level).

Because it’s simply not fun to min/max our gear for 100ts of hours in way to easy and trivial content and having only higher pits as challanging area to farm for gear completely kills the endgame diversity…Esp becasue pits are rly not that great for gear farming and more a place for masterwork mats.

Please give us the option to increase the difficulty in all areas of the game (esp for open world endgame gear farming).

Thank you.

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I agree. But the main focus seems to be balacing. And that’s a good thing imo. But yeah bring more challenge

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How in the world it is balancing?

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I agree with you. I already complained about this. We still need to farm the lament tree, helltide and even NM100. And everything is ridiculous, it dies instantly. And can we already understand how easy it is to increase the level of monsters because we simply don’t have places with tree missions with level 120 monsters? The same happens with the world boss, 2 could appear at the same time, one with 100 and the other with 140. You leave the pit 90 where you face 180 enemies and go to helltide where it is 113. What a bad designer this is. I want the feeling of danger, we are in a world full of demons and not in the walk through the park.

During the climb I have to play NM 20 levels above mine for some excitement. This without jewels, without paragon, without glypho and without tempering, so I don’t keep refining the build for that.

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According to what you say, I assume you are playing Hard Core Diablo IV.

Rolling your sleeping head over the keyboard , while your HC character 1 shot’s everything I take it?

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lets be honest. All that DMG numbers, nerfs, making everything easier is for who? casuals. because they are the most crying on forums/reddit and their “feedback” is all over the place. For us, more tryhards i dont expect anything in season 5 and expansion. This game is going into D3 direction. And for me its lame, stupid, dumb and whatever you might call it, but it seems everyone else is enjoying. We have to accept it.

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While I agree, the pit nerfs are kind of whatever to me. It just moves our pit tiers up but nothing really fundamentally changes. However, I absolutely do not agree with the tormented boss and lilith HP nerfs. What is even the point of of having two versions of the bosses if both are just going to be easy?

I understand this may have been changed because killing either Lilith, tormented Duriel, or tormented Andariel, are a forced requirement to complete the season journey and I guess removing one of these from the season journey might be more work or more of a pain from a programming standpoint, as some have completed it, so the decision to lower HP was made so that more players can finish the season journey. Still, though, this makes the tormented bosses a joke, when they were already quite manageable with well geared characters.

I do hope for next season they rethink the season journey (not force “endgame” encounters to even just complete the journey) and then buff the tormented bosses back up to actually offer even a semblance of a challenge. The game is so pathetically easy in so many areas, it’s not very fun to only have one place (high tier pit) where there’s any kind of pushback from enemies. The difference in enemy threat between high tier pit and everywhere else in the game is also a joke and I really wish it was tightened up more.

At this point though, I’m kind of done caring. It’s clear the majority of the playerbase are D3 players or casuals and this is what Blizzard will ultimately focus their designs on.

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While I agree that the game should have other challenges that reward top tier gear besides Tormented Uber bosses, I also can’t ignore how stupid it is to complain about easy content when you aren’t even willing to challenge yourself with higher pits.

You want a challenge? Then actually play the challenging tiers of the Pit. Your pathetic self is over here farming low tier 101-111 and crying it’s too easy. Go farm Pit 128+ then, fool.

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I consider myself a casual but dedicated person and I understand how the game works. I would be a tryhard if I had time for that. However, I didn’t like the neerfs in the tormented bosses

Poe 2 will solve problems for us, that is not casuals

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Climb higher and you will reach the difficulty you want

There were builds struggling to finish Pit lvl 60, and therefore unable to get to the last masterworking mats

If you want more challenge, climb higher

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It probably would be more challenging if everyone and their momma didn’t just copy Rob’s build.

Seriously. If people had to think for themselves and make their own builds, the game’s state would be pretty fine.

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hey at last they nerfed it after 1month and not one week :joy:

Where did I write that I’m not willing to run higher pits?

I wrote that it’s simply not fun having higher pits as only challange in the game and that pits in general are not the best place to farm gear to min/max the own char.

But if we want to have challange while farming gear pits are the only option in the game atm, becasue the rest of the gear farming areas area way to easy & boring difficulty vise.

And I haven’t complained that higher pits are to easy, I’ve complained that everything else beside pits is to easy and why they nerf pit difficulty in conclusion to that…next time try to read meaningfuly.

Btw there’s a difference between “pushing” (128+) and “farming” (101-111)…learn the difference before insluting others without any reason. :wink:

Same for you…try to read the thread again and this time meaningfuly please.

I don’t talk here about the challange to PUSH certain content, I talk here about gear FARMING content.

I talk here about the majority of the playtime where you preapare yourself gear vise to push higher Pits.

Or is it fun for you to have less tha 0 difficulty in 99% of the game while farming gear?

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S4 has absurdly good player retention, what they are doing is popular.

https://steamdb.info/app/2344520/charts/

The ease of gear and play in S4 is clearly wildly popular with the people who are just playing the game instead of posting on forums. It’s not surprising that they are doubling down on making content accessible when people play it, and do so for a long time.

The reality is that nothing actually changed in this patch difficulty wise except for the pits level that you end up farming. There will be an extremely small percentage of people that couldn’t kill uber bosses before that can now, and everyone will bump up a pit level or 10, and otherwise the game is relatively unchanged from a balance perspective.

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If people had to drive cars with triangular tires and facing sideways with only 1 finger from each hand, driving would be difficult.

The idea that people don’t almost universally copy from other people is asinine; there has never, ever been a time in video game history where most people didn’t look up how other people do stuff starting from the earliest days of the internet. Pretending like “uniqueness” and self-building are in any part a cornerstone of how a game should be balanced is ridiculous; it doesn’t represent reality.

I play ARPGs since Diablo 1 release in 1997 and in D4 a little bit common sense is enough to make a propper build…even for casuals.

You don’t have that many option to f*** up a build, so even without Rob & Co. the situation would be the same and most of the game trivial.

It’s the current design of the game and my only hope is that with the new expansion they’ll decrease the power level drasticaly or give us a option to increase the difficulty by ourself (We ARPG veterans call this “juicing”).

But maybe it’s just me and the younger generation love to have 0 challange and applaud themself while killing the Helltide Boss for the 100th time without any resistance.

In my generation we were able to fall from the rope in Tomb Raider…nowdays you can’t even if you want. :wink:

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You asked why making the game easier, i answered you

They did it because a lot of builds couldnt push Pit Tier 60 (and therefore couldnt get the last tier of masterworking materials)

And since those that can, if they want to, can get to the same challenge they had before by just pushing higher, it isnt a big deal

You can give yourself more challenge in the same way people do it in games like Elden Ring, just remove some pieces of gear

ARPGs were NEVER about challenge

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It’s actually the 2nd nerf in a month.

June 9th

We have made the following adjustments to bosses in The Pit.

  • Adjusted the damage of boss powers and boss affixes to be more in-line with the difficulty of the dungeon leading up to the fight.
  • Reduced the frequency of boss affixes so they don’t overlap.
  • The Tomb Lord Bone Wall boss affix now starts appearing from Pit tier 1.
  • Slightly reduced ability cooldown.
  • The Blood Bishop triple Shadow Line boss affix now starts appearing from Pit Tier 31.
  • Moderately increased cooldown.
  • Reduced the Airidah Wind Vortex boss affix to last 6 seconds, down from 8 seconds.

June 17th

  • Health and damage levels have been reduced in the Pit. The adjustment is most significant as players approach tier 60, so more players can fully participate in Masterworking.

In my age, yeah i consider this as one of my challenges. hahahaha

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