Blizzard Post: The Salvation of Diablo 3

Posted 1 March 2013 by Nizaris

Diablo 3 Right Questions

Gosu’s novella-length “Diablo 3 Salvation” fix-it article has drawn a lot of attention over the past couple of days, and has now spurred a long and very informative reply from a member of the Diablo 3 dev team. This blue post by Travis Day comes with a promise of more information regarding items and related topics that will affect the game’s ultimate longevity. Gosu’s post not only drew the attention of Blizzard, but it brought a lot of hard-hitting questions to light. What I took away from this is that they’re aware of some very real issues that are affecting Diablo 3′s ability to flourish. Some of the answers cover problems that have been fairly thoroughly canvased, though he addresses them with what I felt were promising answers.

TL:DR version of this is they’re looking to make more appealing affixes to rival DiabloWikitrifecta, they’re looking to implement new and varied systems to allow for further character customization, and there is an item blog coming next week.

Below is the response to the original post.

Thanks for taking the time to put your thoughts on paper for us. There are a lot of topics here that deserve attention and I want to share our views on them with all of you. Stay a while and listen.

Challenge

Challenge is certainly something that has value; players can’t feel a sense of accomplishment if everything in the game can be face rolled. I think many people would agree that, at launch, the game was too challenging. It was very difficult to progress through Inferno depending on your class or items and the challenge was a large part of the reason players felt like they were driven to the AH in the first place. When you present players with difficult content they will find a way to overcome it which usually means using only the most powerful items and abilities. The unfortunate side effect is it also drives players away from the play styles they feel are “just fun”. We have taken steps to improve this problem a number of ways; reducing the overall difficulty of Inferno, improving the potency of underused skills to allow players more diversity in their gameplay, and introducing Monster Power to allow players to set the game to a level which they feel is enjoyable. I think the right way to introduce challenge is to make it optional, for example having difficult content for the players that enjoy it without penalizing the players who prefer a more relaxed gameplay experience.

Read the full Blue post after the fold.

Items and AH

Items are a topic with a tremendous amount of depth and also a very sensitive subject, so I’ll do my best to provide some of our insights into the matter. Removing “bad” affixes is certainly a suggestion that surfaces from time to time, another suggestion is to group all the good affixes into a shared category so that they can’t all roll on the same item. I think on the surface those sound good but the reality of what they would do to the itemization isn’t what we want. I addressed the topic of the “bad” affixes in a prior post about items so I won’t go into too much more detail here, but I think it’s well within our ability to make those affixes compelling for some people, Pickup Radius and Witch Doctors are a good example of this. Specifically as it relates to Thorns, no one will disagree that in its current state is pretty lackluster, but it supports a play style that I’m sure we can capture with enough alterations to both the core mechanic and some supporting class abilities and passives.

As it relates to bucketing affixes so Crit Chance, Crit Damage, and Attack Speed are mutually exclusive, yeah that would add more choice to item selection, but it would be artificial. I think this issue has some underlying causes that we should look at before going to the extreme of preventing them from existing on the same item. One of the first reasons trifecta items are an issue isn’t that they are so good; it’s that they are the only thing that is good. Of course you want the only three stats that increase your character damage in a meaningful way on the same item, because there are ONLY three stats that increase your character damage in a meaningful way other than your primary stat. I don’t want to derail this by getting into why primary stats were introduced or debate whether they are good or bad. I do want to say that Diablo 3 has been through much iteration during which a vast number of approaches to stats and items were tested and in the end we felt primary stats were the right thing for Diablo 3. I think a better approach to this issue is to introduce more affixes that players are interested in, so there is a sense of tension over what the six affixes are on your “ideal gear”. When a perfect pair of gloves is “Core Stat, Vit, Res All, Crit Chance, Crit Dmg, Attack Speed” and you can’t even imagine another stat you would want instead of one of those, we have a bigger problem. Introducing more choice instead of less and giving players more ways to feel like they are customizing their character is what we want to see. If gloves also had the ability to roll +% School Damage, +Life on Hit, Skill specific affixes, plus a couple more things you want, than players may find themselves in a situation where trifecta isn’t as clearly defined anymore.

The “problem” with trifecta items can’t be discussed without also pointing out that it is only a problem because the AH makes obtaining these items so easy. On a basic level, I have no problem with items existing that players highly desire, but when it is a forgone conclusion that you will have those items then we have problems. If the auction house never existed, players wouldn’t be upset that trifecta exists, they would be upset that they haven’t been lucky enough to find their own trifecta items. To summarize, I think the right solution to this problem isn’t cutting trifecta items from the game, but rather it’s about getting to a point where you want more things than you can fit on an item.

I think your affix ideas are cool, and we have spent a lot of time lately talking about what kind of awesome effects we could put on items that we don’t currently have. I’d even say that as cool as some of these ideas are, we can go even further. We are putting a lot of effort into coming up with really awesome item ideas for future content. I’ll give one quick example of my personal favorite so far before moving on and also to give context to the direction we are moving in. Imagine a pair of Legendary boots that read “Makes you ethereal, allowing you to freely move through enemies”. Whether or not that idea makes the final cut is hard to say, but we want to really push the boundaries as much as we can, so legendary items become things that players can get really excited about.

Character Customization

Your system idea for Nephalem Power Stat is basically a roundabout way of suggesting we re-implement the Diablo 2 skill system. The old skill system was fun, back in the day, but I think it’s honestly dated in today’s landscape. People fondly remember making tons of characters and trying out different builds, and while I have a lot of those same fond memories, I also remember that usually the end result of my time investment in my “cool new character” was complete and utter disappointment.

Today the availability of web sites or posts about character builds would mostly overshadow any of that old character rerolling. You would read a post saying someone else tried the build that you had imagined would be amazing, only to find out it was awful, or you would find out it was great and build it also. The skill system today allows people the flexibility to try out things they enjoy without penalizing players who want to experiment with new ideas. The only difference is if their idea doesn’t pan out, you didn’t waste hours leveling a bad character.

Character customization is fun. People want more ways to feel different from their neighbor, and we want to help provide players with more options in this regard as well. There are lots of things that we have discussed and some ideas we have for long term system additions to the game to help in this regard. One of them which I mentioned in another post is the plan to eventually introduce a system to allow players to customize their character appearance more. Another system we haven’t talked about before is the long term plan to change the way the Paragon system works to allow it to offer more character customization in the form of actual power. The details of that system are still being worked out and players probably won’t get their hands on it for quite a while. We do agree that customization is important and we want more ways for players to both express themselves and differentiate themselves from their friends and other members of the community.

Too many items

I cover this topic in some depth in the upcoming Item Blog that community is in the process of getting ready for release next week. I will briefly say that we agree that too many items drop and we have plans to eventually reduce the rate that players see items, while also taking measures to improve the general quality of items you do see. The end result should be fewer items that are better instead of tons of items you don’t want.

Legendary and Set items

This is a topic I’ve touched on some in this thread and it is also a talking point of the upcoming Item Blog, so I’ll just say that we agree and we want Legendary items to feel game changing.

Finding your own gear

Whenever we talk about what the fantasy of Diablo is and what we want the core gameplay to be, never do we say “we want players to farm gold and go buy items off the auction house”. The AH definitely has made an impact on Diablo 3 and we talk about it constantly, but our conversations are usually in the context of “how can we get players to find their own loot instead of just buying it”. The new crafting recipes and Demonic Essences were added to provide a little bit of this gameplay but we have a lot of ideas for the long term about how we want to go about addressing this. At the end of the day, it is our intention that players are able to find their own items, because we feel the game is just more fun that way. There are several reason why it might not feel that way right now. One is the inherent randomness of our loot system. Another is the fact that the AH completely removes all friction between player trades. And another is when players DO find items they should be excited about, they are often disappointed because this items are not very good. All of these are very important and we hope to address them over time.

Skill Diversity

This is something we constantly strive to improve. Yes, there are a lot of runes and abilities that are lacking, but as you can see with our patches, we try over time to improve the balance of them regularly. In some cases runes are designed just to be fun or cool. In other cases, we try to make a large spectrum of runes competitive, but the math ends up favoring one over the others. In some cases, certain abilities or ability combinations are so potent that they overshadow almost every other option available. WW/Sprint/Battle Rage is a good example of this. There are some cool ideas here, but I don’t want to turn this post into a discussion about specifics of design. This is a problem that we can’t fix overnight, but we are confident that over time we can constantly improve the situation and hopefully the community can see that we are making efforts on this front with every patch we release.

Crafting

What crafting was meant to be and what it ended up being aren’t necessarily the same. Again there are a long list of reasons why it turned out to be a bit underwhelming for some people. Not the least of which is the existence of the AH. Why make random things when you can buy exactly what you are looking for? We are constantly exploring new ideas for how to make crafting more relevant and trying to carve out a more defined role for it within the scope of Diablo 3 itemization. We have discussed ideas such as letting players have some control over what stats will appear on the item they are crafting, using the crafting system to allow players to reroll the values of affixes an item already has, etc. This is a system that, with time, should be able to find a better place in the overall gameplay experience of Diablo.

Social Features

This is an area that has a lot of room for improvement. I personally used to talk about the fact that when I would play with my brother and two of my good friends, I constantly felt like they were a detriment to my ability to farm, which is at the core of my enjoyment of the Diablo series. Since then, we have made changes to improve the coop experience like reducing the health multiplier of additional players and removing the damage scaling when more players join the game. However, we need to do more to improve both the in and out of game experience. We want it to be easier for players to find other like-minded people to play with and this is a topic we are actively trying to improve in the near future.

Conclusion

Ok I’ve reread this thing enough times that my brain is starting to melt. The Diablo team is incredibly passionate and constantly striving to make the game we love even better. I hope this post helps clear the air about where we stand on a lot of these topics and I also hope I never find myself never feeling the need to write a post this long again lol.

TLDR – Travis has crit Gosu with Wall of Text for 1 Billlllllllion damage.

  • Its just the same old “acknowledgement of D3 issues” but now with more specifics about what those issues are. I think people got way hyped just because of a single post, it just shows how needy and starved this community is, the changes needed to put D3 on track are major game redesigns that I doubt they will have the balls to release it on a patch, on those 9 months it has mostly being piecemeal patches that are some band-aid fixes to a bad design decision.

    Everything is way into the core, they already showed in those 9 months that they unwilling to mess with that.

    • They definitely get an attitude when someone suggests they fix a core gameplay issue. That’s not very encouraging. “Skill trees are dated” Who cares what YOU think is dated at this point?! Just fix the damn thing!

      Lets hope their inspirational words regarding an itemization fix next patch are more than just fluff. I want to see a DRASTIC legendary item overhaul. I want to see then reword every single one of the “worthless” legendaries and sets to encourage a new build. Same goes for the worthless runes. I want to see them add progress over time customized upgrades on runes and do some rewording.

      Oh and give me an AH free hardcore server. Why is that so hard?

  • I will consider any itemization patch that does not address the staleness of magic/rares, a step in the wrong direction.

  • By far the biggest issue with d3 is the failure to promote co-op play. Farming in a group is just so much worse than farming solo. D2 had very powerful buffs on each class that made co-op a breeze. Additionally, the option to go anywhere and kill anything made it possible to avoid inefficient areas.

    Playing co-op in d3 is fun, but much less rewarding than solo. I don’t care about itemization problems nearly as much as the huge failure that is random co-op in d3.

  • 1. The beauty of the Diablo 2 skill tree is that the skills gave you damage which took pressure off of what stats your items needed. This is turn gave you more flexibility in item choice as you went through the game.

    You can play D2 all the way through self found because of this.

    But Yeah, that’s so lame and outdated!

    2. You can re-roll items in D2 via the cube, craft items via the cube, imbue items via Charsi, socket items via the cube and larzuk, make runewords, gamble items, and the list goes on and on. In D3 you have to find it or buy it. No contest!

    And the win goes to D2!

    3. Items, d2 broke the items into logical groups via class. Then there were normal, exceptional, and elite versions, it was very linear BUT VERY LOGICAL. A complete newb could get the system down in a few minutes. Spears were spears and polearms polearms. Now in D3 we have war pikes(a spear type in D2) in the friggen polearm category, WTF! D3 completely butchered the items. Bring back stability, bring back logical progression. Like others I am skeptical on this being fixed, its a very very big change. Its like they (the devs) never even played D2. Always trying to be fancy, always trying to reinvent the wheel, WTF blizzard!

    Bring back the real two handed war pikes! Those barbs should be skewering three monsters at once over those Wizards and Demon Hunters heads! Before a barb gets through a doorway the monsters should see the spear long before the character and start running for their lives! They know whats up, a friggen two handed, jagged arse, thick and sharp demon slaying machine that WHAT! 20 lbs of cold steel waiting for you demons!

    Bring back the spear CLASS!

    Now get to work and fix this blizzard…

  • For someone who clocked nearly 1000 hours and quit D3 just shy of Paragon 100 in December, I agree with nearly everything Gosu said in his original post. I revisited the game the day 1.07 came out but only played for about an hour. There’s just a bunch of artificial little things to do instead of an actual goal or reason to play. Don’t get me wrong the patches have added nice things, but none of the core issues get changed/fixed which is my biggest complaint. Mechanically the gameplay is awesome and because of it I find it impossible to even touch something like PoE. I just don’t have a single reason to keep playing since there is no endgame (endless dungeon, ladder, pvp, …).

    Going back to itemization and the skill/runes. I guess I should wait for the item blogpost, but for right now I think the bluepost was very underwhelming. It’s one of those “heading in the right direction” posts but for me it mostly just seems to dodge the real issues.

    One of my favorite quotes off the original post:
    “Stop giving every rune JUST slows, stuns, altered dmg amounts or decreased resource cost to try and separate them and make them fun. That’s not enough and it never will be.”

    He had similar things to say about the items and I agree a 100%.

    It’s disappointing to see how fearful Blizzard is in actually implementing big changes to items and skills/runes. Everything is so overly simplified and lacking in creativity that it’s just mindboggling.

    Also since they won’t actually remove the AH, please for the love of god give us a ladder/mode that doesn’t have it at all.

    I have to give props to Gosu for his post. It’s incredibly hard to talk about all this stuff without basically throwing your monitor out the window out of sheer frustration towards the whole situation :)

    All one has to really think of is the “5 visible buffs” limit and the fact that we are almost 1 year into the game. *facepalm*

  • Yes a “vanilla/untwinked/self found” mode would by very sweet! This would only work of course when they actually give players more ways to pass the gear checks. Better items, socket adding quest/recipes , jewels, charms, etc.

  • Blizzard needs to get their act together and make some serious changes to how Diablo 3 fundamentally works. Acknowledging the obvious is not enough. Please grow some balls and make the necessary and in many cases obvious (though admittedly difficult) changes to fix the game.

    Diablo 3 is a damn joke right now compared to what it could have and should have been. The dwindling player base speaks for itself. It’s pathetic that cookie cutter games like Path of Exile can even be compared to it and in many ways surpass it. One can almost forget that this is the sequel to Diablo 2. The game that no competitor could touch for half a decade, a testament to how ahead of its time it was.

  • “Your system idea for Nephalem Power Stat is basically a roundabout way of suggesting we re-implement the Diablo 2 skill system. The old skill system was fun, back in the day, but I think it’s honestly dated in today’s landscape.”

    And this shows that Blizz is still too out of touch to ever make D3 as good as its predecessor.

    I’ve been playing on a vanilla WoW server for the past few weeks and I’m having a blast with the old talent system as I level up. I can’t say I had the same excitement leveling in Pandaria.

    Sorry, but Blizzard just isn’t the company it used to be. Hopefully they start losing sales in the future so they’ll focus on making GOOD games again, not ACCESSIBLE games.

  • The blue response to “Challenge” makes me feel like the dev didn’t even read Gosu’s essay, or if he did, he didn’t really understand the point. The dev is like “yes, challenge is important, so we’ve made some skills better and added the selectable difficulty MP system to make it better”. Which is a response to most people’s points on challenge, but NOT a response to Gosu’s. Gosu’s point was that challenge as understood by the current D3 system is just “are you geared enough to stand in the molten/plague/desecrator pool long enough to kill the elite at this level”. The dev’s response simply PROVES that Gosu is right, the only way they see challenge is as a gear check.