Last week Blizzard replied to questions about the goal of Greater Rifts and how they are balanced. Here’s the meat of last week’s address: Today he returned to that thread and added a couple of replies about what sort of changes we might see for the future of Greater Rifts. Greater Rift Changes Coming: Less […]
Diablo 3 Podcast conversation about multiplayer co-op issues in Diablo 3. What are the benefits of playing with others? Should there be more party skill bonuses? Why are the Diablo 3 clan tools so meh? The curse of the double-Unity requirement. Show features Aahzmodius, Wolfpaq, and Flux. Click through for approximate segment starting times: 0:30 […]
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Blizzard Considering Diablo 3 Monsters Density FixesPosted 24 Jan 2013 by
A fan brought up the common complaint about insufficient density for the Diablo 3 monsters in pretty much all of the game other than some key portions of Act Three.
Your ideas on the subject are certainly welcome (in fact, the question of “what mob density would you choose?” is a great one to debate) and we hope that you will continue post them.
The OP in that post suggested a Monster Density option which would work allow players to custom set the number of enemies they faced. (Best I recall, the players X command in D2 *did* increase monster numbers, but Monster Power in D3 does not.) I can’t see that happening (too exploitable) and you’ll note that the Blue doesn’t even acknowledge the idea or give any hint to the dev’s current thinking on the issue. Neither did Wyatt Cheng a couple of weeks ago:
One popular suggestion from weeks/months ago was for monster density to scale up with higher levels of Monster Power. That seemed like a possible fix for the lack of higher exp with higher MP, but that issue is being addressed directly in v1.07 with the exp boost per MP level rising to 25%. (I’m eager for MP2 farming, anticipating that 50% bonus to exp/MF/GF.)
I don’t see a monster density player selection, and I doubt the devs will simply double or triple the monster density all over. That would break the flow and aesthetics of Acts 1 and 2, and make them a lot harder, which would screw up the difficulty progression for new players. Also, it wouldn’t fix the issue of the poor level layouts, since all those long, narrow hallways and dead ends you see throughout Acts 1 and 2 are as much a problem (in terms of efficient exp farming) as the lack of monsters.
So I’ll once again suggest the idea I put into a recent article on farming issues. New, special dungeons in Acts 1 and 2 (and maybe 3 and 4 as well). They work a lot like the bonus dungeon maps you see in the end game in Torchlight and PoE and other ARPGs, and they could easily be added into Diablo 3 as well. This saves the devs from having to rework the entire existing acts, the bonus dungeons can be Inferno only, and since they’re not part of the normal act progression they don’t have to follow the same rules in terms of difficulty progression, level size or layout, monster density, etc.
Obviously these special dungeons would have higher monster density (akin to the juiciest parts of Act 3) and there should either be a lot of them to select from, or else they should be very deep 5 or 10 levels at least (bottomless?) so you don’t have to restart and rebuild your stacks all the time. They should have different/varied layouts (surface areas too) and they could have other fun mad modder-type features. Bonus treasure rooms, rooms with several boss packs, Champion packs with 4-8 champs in a group, timed levels, random encounters with sub-bosses like Ghom or Siegebreaker, special levels where bosses get 5 or 6 boss modifiers at once, etc.
I don’t claim it’s a perfect solution, but it seems much more doable than reworking the entire existing acts. Thoughts or suggestions?