Diablo 3 Design Update Arrives from the Devs

Posted 28 May 2012 by Elly

It’s been a mad couple of weeks since release and the community has been debating many of the game mechanics since the launch on 15 May. Everything from items to Inferno has been under discussion, and as promised, Blizzard has revealed their findings and what they are planning to work on moving forward.

With Diablo III out for nearly two weeks now, millions of players around the world are storming Sanctuary and joining the battle against the Burning Hells. At the same time, we continue to work around the clock to make sure you have an epic online gaming experience.

As more and more players begin to perfect their character builds and progress into Diablo III’s higher difficultly levels, some of the most prominent feedback lately has been about game balance and design, and that’s what we’re here to talk about today. As with any new game, gameplay issues are inevitable, and we hear a lot of feedback regarding what‘s balanced, what’s not, and everything else in between. We recently made some decisions to adjust (or outright nerf) a few class skills, and today we wanted to explain our overall philosophy on design changes — as well as give some insight into some more changes that are coming up.

Before we get to that, though, we thought it’d be fun to share a few interesting stats we’ve collected since Diablo III’s release:

  • On average players have created 3 characters each
  • 80% of characters are between levels 1 and 30
  • 1.9% of characters have unlocked Inferno difficulty
  • 54% of Hardcore players chose a female character
  • The majority of Hardcore deaths (35%) occur in Act I Normal
  • The most common level 60 build in the game is only used by 0.7% of level 60 characters of that class (not including Passive diversity)
  • The most used runes for each class at level 60 are Barbarian: Best Served Cold, Demon Hunter: Lingering Fog, Wizard: Mirror Skin, Monk: Peaceful Repose, Witch Doctor: Numbing Dart

These are just the teasers. Click through for much more useful info.

When it comes to making game changes, in general, our intent is to react quickly to critical design and balance issues, bugs, and other problems that seriously conflict with our design intent through hotfixes. For issues which aren’t as severely out of line, we plan to react in a more measured fashion — through client patches. We have a patch coming within the next week (patch 1.0.2) that has been in development since the game’s launch and is mainly aimed at addressing service issues. The first real game balance changes, outside of hotfixes, will be coming in patch 1.0.3. We expect that because the game is new, some other issues will arise that will need to be immediately addressed through hotfixes, but in general, most changes will arrive through patches.

Regarding the changes to Lingering Fog, Boon of Protection, and Force Armor: we determined these skills were simply more powerful than they should be, and we felt their impact on class balance and how each class was perceived warranted hotfixes as soon as we were able. However, we don’t want you to be worried that a hotfix nerf is lurking around the corner every day. If a skill is strong, but isn’t really breaking the game, we want you to have your fun. Part of the enjoyment of Diablo is finding those super-strong builds, and we want players to be excited to use something they discovered that feels overpowered. A good example of this is the monk Overawe rune, which many players have identified as being quite good. We agree it’s good, but we don’t think it’s so far out of line that we’re going to swoop in and hotfix it out of existence.

Inferno is intended to be extremely difficult, but with some specific skills, a few classes were simply able to progress far more easily than intended. This made the classes, which were about where they were supposed to be, seem very underpowered. It also created the perception that the classes doing well were intended to rely on specific runes in all their builds, and the other classes were just broken. This is the opposite of what’s true. If any single skill or rune feels absolutely required to progress, it means that skill is working against our goal of encouraging build diversity — and those “required” skills need to be corrected. We know these hotfixes snuck up on people, and it took us a day or so to communicate that they had gone live. However, our intent moving forward is that when there are circumstances where a hotfix is necessary, we’ll communicate changes that could impact your ability to play your class through ‘Upcoming Changes’ posts in the General forum. Ideally, we’ll let you know as soon as we even have the idea that we want to make that kind of change.

That said, we also wanted to let you know we’re keeping a close eye on Inferno. The intent of incoming damage is that it should be a very consistent drain on your health, and mitigating that drain is a major part of what makes Inferno mode difficult. Right now, there’s a lot more damage “spikiness” occurring than feels right, and that’s one major area we’re looking to adjust in patch 1.0.3. While we don’t have any specifics yet, our design goals are to support and promote build diversity; continue to ensure that a mix of champion packs, rare packs, and boss fights are the most efficient way to acquire the best items in the game; and ensure that all classes are viable in Inferno.

From a high-level perspective, we think a more fundamentally fun way to approach difficulty in Inferno isn’t seeing how much incoming damage you can avoid or mitigate, but rather to see how efficient you can be while voluntarily taking on a challenge that pushes you. For anybody who’s ever died because they chased a Treasure Goblin too aggressively, you know what we mean; dying because you got greedy or overconfident can actually be a lot of fun. Now that the skills mentioned above have been brought more in line, we’ll be keeping a close eye on balance.

We’ve also seen some people saying our intention with Inferno is just one-shot you to make it difficult. While damage is a bit spikier than we’d like, we’re actually seeing a pretty significant number of people attempting Inferno without sufficient gear. There’s a good chance that returning to the previous Act to farm upgrades will do the most to help you survive. That said, we’d like to shift some of the focus away from survival and more toward using a variety of offensive tactics to succeed. Survival will still be important, but finding ways to maximize your damage while staying alive is more exciting. We’re not particularly concerned with whether or not a boss is “beatable,” though it should feel epic and challenging to defeat it. We’re more concerned with ensuring that acquiring 5 stacks of Nephalem Valor and taking on as many Champions and Rares as you can remains the most challenging and rewarding way to play.

On to items! One of the biggest pieces of feedback we’ve received regarding items is the relative power of Legendaries. This isn’t a simple issue to address, as it involves some intentional design decisions as well as expectations built by other games. First and foremost, Legendary items are not designed to necessarily be the best items in the game. They’re just one additional type of item as you level up, and they are not meant to be the primary items you’re chasing at the end-game. They can — and should — be exciting to find, but they’re not supposed to serve as the single driving force of the item hunt. Rare items, for example, have the possibility to roll up “perfect” stats that can, if you’re lucky, outpace the predetermined stats of a Legendary. That’s by design.

One problem we’ve seen — and intend to correct quickly — is players comparing high-level Magic (blue) items to lower-level Legendary items as “proof” of an imbalance. To help correct misconceptions of the actual stat budgets allocated to items, we’ll be exposing item levels (ilvl) of 60+ items in patch 1.0.3. Comparing an ilvl 63 blue to an ilvl 60 Legendary will hopefully make a bit more sense afterward. In addition, we’re planning to just straight-out buff Legendary items in a future patch, likely the PvP patch (1.1). These buffs will not be retroactive, and so they’ll only apply to new Legendary items found after the patch. In the long term, we’re looking at simply expanding the affix diversity and unique bonuses of Legendary items, and we’ll be able to share more details after the PvP patch.
Other areas of concern have been both the gem combination system and Blacksmith leveling and crafting costs. The intent, especially with the Blacksmith, is that he’s leveling with you, you’re able to use him as an alternate source for upgrades. Our design goal is that once you get to level 60, his recipes are actually good enough to help fill a character’s potential itemization gaps. To correct these issues, we’re looking to adjust the Blacksmith costs for training (gold and pages) and crafting from levels 1-59, and reduce the cost of combining gems so that it only requires two gems instead of three (up to Flawless Square). Both of these changes are scheduled for patch 1.0.3.

Of course, these are just a few of the more prominent issues we wanted to let you know we’re working on. In addition, we’ll be addressing a number of specific game bugs and other issues through future hotfixes and patches. We’re going full steam ahead on the PvP patch, which will also include a number of game changes unrelated to PvP, and we look forward to sharing more about that as we get closer to opening up a PTR, where you’ll be able to test out our changes — and enjoy mercilessly slaughtering one another in the PvP arena.

Tagged As: | Categories: Blue Posts
  • 15 paragraphs and not a single thing of substance said.

    • “We stopped focusing on D3 after release and decided to play other games released in the past 20 years.  After much research, we finally understood that making a game hard and challenging is not synonymous with making it utterly ridiculous.

      Typically, throughout the years, games whose difficulty was bound to crappy mechanics tended to be seen as bad games (see AVGN). While others were seen as beautiful well-made games, even though they could indeed be extremely hard (Ninja Gaiden, Megaman (NES)). We apologize for the inconvenience, and we’re now working on tuning Inferno so that it’s challenging and hard, without being outright silly. Thank you for your patience, and we appreciate your acquisition. Please continue to enjoy the game until the patch is released!”

      This is what I wanted to read. 

    • Wait is this the battle.net forums? What’s with the ‘recommended’ troll post? Unless you’re actually stupid enough to argue that nothing was said about the issues mentioned in the community in the above statement. I worry sometimes.

    • +12
      UdderlyPathetic

      “The majority of Hardcore deaths (35%) occur in Act I Normal”
       
      That was substantive.  It shows you the kind of math that has brought you the server performance and itemization.

      • Meaning no other act+difficulty combination yielded more deaths. Something that is hardly suprising but still mathematically accurate.

      • What’s the problem with the math here?
        Presume:

        35% die in Act I normal
        25% die in Act II normal 
        20% die in Act III normal 
        15% die in Act IV normal
        5% die in Act I hell

        The majority dies in Act I normal, mathematically accurate.
        Were you under the assumption that a majority always has to be >50%? 

      • It’s natural that the most deaths occur in Act1 Normal. It’s about risk exposure. All characters “roll the dice” and take a chance at dying in Act1, but only those that survive get to take a chance at dying in Act2, and so on.

        It’s simple example of the care needed to make meaningful statistics. A meaningful statistic would be the per capita death rate per act.

         

    • “… we’re planning to just straight-out buff Legendary items in a future patch”

      Now THAT is substance!

    • actually there was a lot of substance, with actual numbers included. You don’t expect them to list every single detail before the actualy patch, do you?
      For one thing, I know gems will be easier to upgrade, Legendaries will be better after a few months and blacksmith will be more useful. Those are good enough promises for me, I am curious to see how they turn out.

    • Wow Jurik, such hate. Please go troll somewhere else and take your little troll buddies with you that recommended your post. If you don’t like the game and don’t like Blizzard then don’t let us stop you moving somewhere else. I really wish INCGAMERS would introduce hell banning so that I wouldn’t have to waste a few seconds of my life reading your post.

      Sure, there are teething problems and some frustrations but things will get better. Even as is, Diablo 3 is still a fun game.

      People like you complain when Blizzard says nothing and then complain when they say something, or in your twisted little mind I suppose Blizzard saying what their general strategy and approach to the game is, is saying nothing?

      Please don’t reply – go join your whiner friends on Battle.net forums and leave these forums for people that actually enjoy the game, alone.
       
       
       

      • So when is the 1.0.3 patch coming out…? Unfortunatelly, you know the answer.

    • So jurik and 21 more people just saw a lot of text and did not read the article.

  • “80% of characters are between levels 1 and 30″
    I wish they told us more. This one could mean lots of different things.

    • 80% of players get bored before finishing normal

      • 80% of players aren’t rushing through content hoping that their lives become more meaningful just because they hit 60 first.

        • Or it just means that most people are creatying 1 char of each type and only playing 1 of them  past level 30. 4/5=80%.

          • Exactly what I’ve done. One SC character who’s nearly 50, and a HC char of each class, none of which are yet over 30.

          • I have made 8 characters, 3 on EU, 1 of them on a friend’s account, and 5 on my US account. And 1 is over level 30, though my Barb is is about 29.9, IIRC.  The others are all 18-25ish, as I’ve spread my limited play time across all 5 classes.

            I’ll have to figure out a vote to delve more into this issue, as I’m curious how most people are playing. Talked to 3 guys for a podcast yesterday and all had 1 char at 55+, a 2nd char of a much lower level, and hadn’t touched a 3rd at all.

        • Note, “80% of characters…”, not players. And as poster above said, most people probably aren’t rushing to high-level. Personally, I’m playing every class through Normal before I choose my main character to level further. Which means I have 2 above 30 and the rest below thus far. I’ve also begun dabbling in Hardcore with a few characters, but none of them have reached 30 yet. 

        • 2 weeks is more than enough time to hit 60

          • Between my job and and the fact that I’m trying out each of the classes, the highest level character I have is lvl 35, and I’ve put 60 hours into the game. It may be enough time for you, but please don’t presume for the rest of us.

        • Got lvl 60 monk in a2 inferno
          got lvl 54 WD in a2 hell
          got lvl 18 or so DH in A2 normal :)  

      • This stat is a bit misleading, considering people make chars to use for inventory space. Providing stats for lvl 2-60 would’ve been more accurate in determining progression…

        • Correct!

          One of the Devs was quoted here pre-launch saying that creating 10 characters was the easiest way of getting free stash space.

          The fact that someone in charge would look at that statistic, and conclude that most purchasers of the game are still noodling around with Lvl 1-30 characters troubles me greatly.

          •  I myself have 7 characters made, and only 4 of them are above 30.  But then 1 is a SC lv10 that I made so that I could unlock HC, 1 of them is a mule for more space (3 tabs of stash space is not enough), 1 of them is still 11.  So even though I am in A1Hell HC, with 2 other characters in nightmare and 1 almost at diablo, I still count as “just under 50% of characters are between 1 and 30″.  The statistic is pretty meaningless.

            I think a better way to gauge how many characters people are playing is to count only characters that have completed the first quest after the SK (first sword piece in the highlands).  Before that point the character is a glorified mule.

        • A good point, but you’d really need to count level 3+, since if you create a new character you have to kill the zombies to get into town and access the stash, and once you’re there another 10sec in the Inn will get you to level 2.  At one point I had 4 level 2 chars all with about 1:50 play time, which was how long it took to do the above, grab some stuff from the stash, and log out.

          • I leveled all my characters to 3…picking up Leah to open the cemetery gate is the first time there’s a checkpoint right next to the stash, which is where I wanted them parked.

        • NERF WIZ HARDER, THEY STILL KILL STUFF

      • 80% is just alts with items

      • My 6 mules are all in that bracket.

      • Characters… not players. A friend of mine who rushed to 60 also made one of each class at lvl 1 at launch and filled them up with leveling gear. So while he was playing really hardcore (not mode), he still helped that statistic (80% of his characters are still level 1).

    • Well could be they are playing all classes in normal up to lvl X before deciding they are going to play Class Y.
      5 classes and pick one as main that makes 4/5=80% left in normal for later.
      Or the other chars could be mules.

    • a lot of people create lvl 1′s of each class as extra strorage. I bet that is throwing off the numbers a bit.

    • Of all the statistics I laugh at the “80% of characters are between levels 1 and 30? the most.  This is a “Duh”.  What did everyone do when they got the game?  I’ll tell you.  They created one character of each class, or at the very least, one character of each class they were going to play, and then proceeded to play only of their characters, their main.

      I fall into the 80% statistic.  I made 5 characters, and only my main is above level 30, because I haven’t been playing the other 4, other than taking them out to kick the tires and using them for extra storage.

      Like I said, “80%”, “Duh”.

      • what everyone did? i did not.  i made one character, and did not make a second one until the first one was 60.  several of my buddies also did the same.

  • +75
    Madmaxio

    Very nice post, much love to blizzard. Hope they will keep up the good work. I rate it as 10/10.

    • Agreed. The transparency about balance considerations is nice. I’m also a stats geek, so I loved the bullet points. More please.

  • Buff Legendaries and gief Arena, I’m pretty sure I’ll be playing this game for a while, since the game is made from pure Awsome.
    As for items, it would be best if they made ilvl 63 Legendaries that drop in A3/4+ Pony Land only, that would fix the problem, since you could roll a Legendary that’s as awsome as a rare but it would look great and have some flavour text.

    • Yeahh… pure awesome popcorn…

    • “it would be best if they made ilvl 63 Legendaries that drop in A3/4+ Pony Land only”

      Yeah, because remember how much fun Cow Running was?

      • They were, Diablo is a grinding game, and TBH I liked Cows more then Baal/Chaos runs. Not to mention ilvl 63 items only drop in the areas I mentioned, so all you’d do was add Legendaries to the highest tier.

    • Arena will be a big bad joke. Everyone will one shot everything… 1st to hit will win. Waiting for patch1.1 to decide if the game is worth anything.

    • I think the only adjustment they need in terms of itemization is definitely on the legendary front. They keep mentioning wanting legendary items to not be the end-all item hunt, but then they make legendary items have a miniscule drop rate in the same swoop.

      I think they need to realize that as players, we like legendaries/sets being the ultimate chase. Sure, having that perfect rare replace one here and there is also sensible, but blues should never eclipse legendary items. Granted, they want to avoid the stagnation that D2X saw when runewords were the only thing players cared about, but a legendary item is something that means “special” and should have a higher value and longer use then some blue or rare that drops far more often.

      I’m glad they are buffing them, but I think they still may need to adjust their viewpoint on them and flat out realize the top end legendary items SHOULD be god tier alongside perfectly rolled rares given the difficulty in obtaining them drop wise.

      Enjoyed the update very much – and still enjoying the game a ton :)  

      • “I think they need to realize that as players, we like legendaries/sets being the ultimate chase. Sure, having that perfect rare replace one here and there is also sensible, but blues should never eclipse legendary items. Granted, they want to avoid the stagnation that D2X saw when runewords were the only thing players cared about, but a legendary item is something that means “special” and should have a higher value and longer use then some blue or rare that drops far more often.”
        In your opinion. The richest most sought after items in d2x were those exceptional rares and yes sometimes “magical” items that surpassed rune words. Check jsp prices and u will see.

  • Sounds like reasonable changes to me! I’m more into getting all 5 chars to lev 40! That’s were the real fun begins for me! 

  • “For anybody who’s ever died because they chased a Treasure Goblin too aggressively, you know what we mean”

    Amen to that. I couldn’t count the number of times I kicked the bucket while chasing that fat little turd through an elite pack only to die, and hear his smug little “Yippieee”. I love it though :)  

    • +3
      Lachdanan

      I made my first HC char in D3. Got killed mid act 2 on normal cuz of that. Never again :|

    • ^ Yeah it is fun chasing the little guy, I havnt died doing that yet but one did get away. I lost the little guy in a swarm of mobs (lucky they where weak ones).

  • The buffing legendary and adding content other than pvp is rather good news i think for now obviously this can still change 

  • i am angry at people who cryed on forums and complained about game and inferno.if someone is true fan of diablo will support the game and have trust in blizzardif something is wrong they will fix it.as for now play the game and enjoy. :)

    • +17
      blablabla

      a “true fan of Diablo” will try making the game better, just like the people, who “complained” on the forums. 

      Critics =/= no trust in blizzard 

      • Haha LOL.

        1.9% is in Inferno …

        If you read forums you would think it is 60 %

        ALL LIARS. And sorry but I don’t take advice from lying forum posters who …. Don’t even play the difficulty they talk about …

        Good job Blizzard: the armory can’t come soon enough to put all these whiners in their underpants. 

        You know what ? I am from a GW gaming club and from the dozen or so playing D3, I am the second highest with lvl 39.

        ALL the rest is between lvl 10 and 35 …

        Go figure how much the internet posters represent … ANYTHING. 

        • Your attitude says, “I’m 12″, yet, “to put all these whiners in their underpants” screams 65.  How odd.

        • +2
          Shalanir

          Thrall: You are probably trolling but I’ll take a moment to analyze your deductive skills anyway. Your post only shows that internet posters post before thinking. Playing it safe, I’ll try to keep this simple, just for you. 

          Out of reported first week sales of 6.3 million copies,  some people maybe bought both the CE and normal version of the game. Let’s put it way over to the safe side and say there was 6 million D3 players world wide when they announced the copies sold numbers. With 3 characters average for each player makes it a total of 18 million characters. However, because it is pretty safe to assume that most of the players on inferno only have 1 character that far in the game, we can assume that out of 6 million players, there was 6 million * 0.019 = 114,000 players (or a bit less if many people really have more than one toon on Inferno) in Inferno then. This is worldwide, so includes Americas, Europe and Asia regions. Let’s again be on the safe side and say, whichever region you play on, and whichever region b.net forums you browse would be the forum for at least 30k Inferno players (estimate again, varies on different regions). You probably took your time to calculate the unique user names on b.net forums and found out that the posters whining about one-shot Inferno difficulty far exceeded this number. Most impressive!

          :arrow: Off to kill some demons, on INFERNO difficulty. Thx bye. 

          • TheAngryPeasent

            hmm, you forgot that the 1,9% is of the characters not players so it is really 0,057*6 mil ^^ (run amok)

        • TheAngryPeasent

          I hate to correct you but since it is 3 chars per player that means around 5,7% of all players in inferno (some has a few in inferno already but not enough to make any statistic difference)

          and a very small minority posts on the forum frequently also 5,7% of 6 million is a lot, actually it is a hell of lot of people  402 000 to be exact, and only these people would be commenting on inferno… (hot-blooded)

  • Spikey, they say? Anyways, the problem with their nerf philosophy is that they are nerfing what works instead of buffing what doesn’t. it’s an ass backwards ddesign philosophy that should have been thrown out in the 90s MMO era. 

    PS this text widget autocorrect feature is really bad, and I can’t turn it off. Site admins: please investigate. 

    • They’re doing the right thing, and I’m getting fairly tired of people ranting about “buffs not nerfs!” because they heard that being used as a patch philosophy in WoW under completely different circumstances.

      They’ve been fixing a small amount of abilities that make things way easier than intended. If they buffed everyone to that level, there would be no challenge left in Inferno, and they’d be required to buff and re-balance everything in Inferno. Not worth the effort.

      Besides, buffing the other classes would only reinforce the idea that you have to use Force Armor if you’re a Wizard, etc. etc. Nerfing the problem skills helps avoid cookie-cuttering.

      • no, a buff is absolutely what’s needed for some skills 

        zombie dogs are totally and completely useless by Act 3 of NM  

        • True some skills need buffing.
          But the ones that had been hit with the nerf bat where stupidly strong, if everything was buffed to be at the same level of power you get a zombie dog would eat Diablo without dying.

          • I get the impression that some skills are meant for levelling, and some skills are designed around being more viable in end game.  I can see what you are saying, but by the time I felt that zombie dogs were no longer useful, I was able to swap out into some other skills that unlocked later that were far more viable making zombie dogs a wasted skill slot.

          • @knifebunny: Some skills are also meant for PvP. I’m sure Zombie Dogs doesn’t really fall into that category, but it’s worth considering when looking at skills as a whole.

        • My point wasn’t that no skills need a buff; my point was that no skills should be buffed to the insane levels of pre-fix Force Armor, Smoke Screen, and Boon of Protection. This is fairly simple if you think about what I’m writing for a second or two.

    • Force Armor, Smoke Screen and that Monk thing was comparable to being permanently invulnerable, it makes all the other defensive skills useless and negates almost all defensive stats on items, of course you have to nerf them.

  • I’m so glad they are looking into the 1-59 blacksmtih costs. As a hardcore player, this is incredibly important to me, because I was expecting to be able to leverage the blacksmith to help gear up on repeated playthroughs. However, it seems in the current state of the game, the blacksmith is only useful at level 60 (and then, not even that much).

    The costs need to be less. WAY less. You need to factor in the vendor cost of the blues you could potentially be selling into the mats, which is one reason I suggested simply not allowing the vendor to buy any items at all (thus removing that gold fountain from the game).

    I’m hoping going from three to two gems isn’t the only change they are considering for the jeweler. It’s not really the gem cost that’s the issue, it’s the gold cost of doing the combine that turns people off. Gold sinks are important, but Blizzard has priced things to the far right of the Laffer curve. The gold sinks don’t work well if people are priced away from actually using them. 

    • we are in week #2 of the game.  Gold sinks are meant to be effective long term.  What happens a year from now when you’ve gotten so much money you don’t know what to do with it?  (see D2 and gambling)   They’ve put these costs in place to keep gold meaningful over a long period of time.  I hope they don’t over react to people complaining about costs already. 
       
      One of the biggest worries on this site has been game longevity.  And right now, people on battle.net forums are complaining really really loud about things that directly effect longevity.  (ie, inferno is impossible, I don’t want to farm gear or this issue with gold. 
       
       

      • Well, they could introduce the inflation to the game. As soon as the gold start to build up, they rise the BS and JC cost. ;)

      • It’s hard to judge gold sinks at this point since we’re all paying expenses we’ll never pay again. Stash increasing and Artisan upgrading, chiefly. (Well, until the Mystic comes in D3X.)  Once you’ve paid those you get the benefit forever. Jewel upgrade costs will matter somewhat long term, but mostly it’ll be about crafting level 60 gear. And hardly anyone is doing that yet.

        Also the GAH prices will change a lot, I assume increasing greatly at the high end and decreasing at the low, but it remains to be seen how the RMAH will change things there.

        Safest bet is that Bliz will have to twink alot of stuff to maintain a viable economy. What things? In what way? That’s the real mystery.

        • Who is going to craft level 60 gear when the monsters drop level 61, 62, and 63 gear?  I quit crafting/training my blacksmith when I saw the news regarding the run of the mill blues completely out classing the level 60 legendaries.  Level 60 gear, legendary/set/crafted/found, simply cannot compete with level 63 gear.  And with the auction house (gold, I’ll never use RMAH), not only is it cheaper than crafting, the items are better than anything you will be able to craft.

          And don’t even get me started on the Jeweler.  The Dev’s removed everything fun/exciting/useful, save for unsocketing an item.  While I realize someone has to combine gems to get the very top tiers, with the auction house, the Jeweler could almost be removed from the game without being missed.  Unsocketing could be moved to the Blacksmith.

          Hopefully D3X will restore the Jeweler to her previously seen glory. I also look forward to the return of the Mystic.

    • Remember, once you get blacksmith up it is available for ALL of your characters. The cost for leveling craft skills seems to be on par. What really needs to be adjusted is the crafting of the items. Paying 49000 for a lottery ticket that pays out for 30000 is about as useful an ice cube maker in siberia.