Patch 1.0.3 Design Preview from Wyatt Cheng
Posted 6 June 2012 by RushsterSenior Technical Game Designer
Wyatt Cheng posted a lengthy preview to the upcoming Patch 1.0.3. No change to Legendary item stats or class balance in this one but some changes to drop rates and Inferno Balance will be done. Furthermore the change to gems they talked about before will be in this patch so no more need for 3 gems to upgrade but only 2 and the gold price will be heavily reduced.
- We’re shifting to a philosophy where the best items in the game can drop from many different places, so a wider variety of play styles are viable.
- We’re going to be reviewing Legendary items in a future patch. Legendaries won’t change in 1.0.3. When we’re done, high level Legendaries should be flat out better than blue items.
- We’re lowering the number of guaranteed Rare items on bosses when you have your full five stacks of
Nephalem Valor from two guaranteed Rares to one guaranteed Rare. In exchange, all champion and rare packs will now drop a bonus guaranteed Rare item when you have your full five stacks. - We’re removing the bonus monster damage per additional player in a coop game.
- We’re adjusting the damage and health of monsters in Inferno Act II, III and IV. Our design goal with Acts II, III and IV is to keep them challenging, but smooth the difficulty ramp out a bit.
- Repair costs on level 60 items are going to go up a lot. We’re currently evaluating repair costs between 4x and 6x their current values.
- We need to reduce the effectiveness of Increased Attack Speed overall.
- A Dramatic reduction is on the combine costs for tier 2-8 gems.
- Class tuning is not a major focus for 1.0.3.
The entire thing is after the fold.
Bridging the Item Gap
The ilvl (item level) of an item determines the statistical budget for its power. The way the game is currently set up, Act I drops ilvl 61 gear and below, Act II drops ilvl 62 gear and below, and Act III and IV drop ilvl 63 and below. Unfortunately this has caused two main issues. The first is players who find an Act too difficult feel compelled to use the auction house in order to progress. The second is that certain classes, skills, and play styles are less gear dependent than others, so although great items are making their way into the game economy, people feel pigeonholed into a handful of viable strategies. For a lot of people they would rather do something frustrating or boring in Hell Act IV (such as having Tyrael fight for them or breaking vases) for a chance at a “top-tier” upgrade, rather than fight hordes of monsters in Inferno Act I. We’re shifting to a philosophy where the best items in the game can drop from many different places, so a wider variety of play styles are viable. If you would rather chain-pull elite packs in Act I rather than 3 minute cat-and-mouse in Act IV, we’d like you to be able to do that and know you can still find the best items in the game.
Nothing would explain it as well as just sharing the intended drop rates coming in the next patch, so here they are. Note that the drop rates vary slightly by item type; the table below represents an approximate aggregated rate of all item types:
|
Item |
Hell Act III and IV |
Inferno Act I |
Inferno Act II |
Inferno Act III/IV |
|---|---|---|---|---|
|
iLvl 61 |
9 % |
18% |
19% |
24% |
|
iLvl 62 |
2% |
8% |
12% |
16% |
|
iLvl 63 |
0% |
2% |
4% |
8% |
New drop rates for 1.0.3
As you can see, players who would rather murder monsters 4x as fast in Inferno Act I can do so knowing they have a chance at amazing items, and players who want a challenge can kill in Acts III and IV in Inferno and be rewarded with a higher drop rate.
You Keep Using That Word
As previously mentioned, we’re going to be reviewing Legendary items in a future patch. Legendaries won’t change in 1.0.3, but it’s still something we’re actively working on. When we’re done, high level Legendaries should be flat out better than blue items, they’ll carry a good amount of power with them, and they should also be distinctive or memorable in the benefits they provide. We’ll be able to share more information on the specific changes we’re making after 1.0.3 launches.
The Nephalem Difference
It’s no secret that our goal for the end-game item hunt is players hunting monsters packs, building to five stacks of Nephalem Valor, and then killing a boss. While we’re seeing a lot of that occurring, what we’re missing is people feeling like it’s worthwhile to continue onward after killing a boss. To help hit that goal we’re lowering the number of guaranteed Rare items on bosses when you have your full five stacks of Nephalem Valor from two guaranteed Rares to one guaranteed Rare (you still have a very good chance at multiple rares, it’s just no longer guaranteed). In exchange, all champion and rare packs will now drop a bonus guaranteed Rare item when you have your full five stacks of Nephalem Valor. The change benefits players with more overall drops, and a reason to push to continue progressing.
You Into the Group Thing?
We’re removing the bonus monster damage per additional player in a coop game. Our design goal is for players who prefer to play solo to be able to play solo, and players who prefer to play in groups to be able to play in a group. We feel the bonus monster damage per additional player is one of the biggest inhibitors to wanting to play with your friends. In a perfect world, single player and co-op would be absolutely equal, but that’s not attainable when you consider item properties such as “Life on Kill” or skills such as Archon which simply scale better when you are solo. Since the variety and breadth of game mechanics essentially dictate that solo vs. group play will never be 100% equal, our goal is to make them as close as possible but err on the side of coop in cases where we need to make adjustments. The inherent logistical requirements when forming up with other players and attempting to work together effectively warrants some added benefits.
Oh Yeah!
Inferno balance right now has a difficulty gap in which Act I feels about right, but Act II feels like trying to bust through a brick wall. In patch 1.0.3 we’re going to be lowering that wall by adjusting the damage and health of monsters in Inferno Act II, III and IV. We feel like Act I Inferno is in a pretty good place. Our design goal with Acts II, III and IV is to keep them challenging, but smooth the difficulty ramp out a bit. If a monk or barbarian is geared well enough that they can use a heavily offensive build and murder everything in Act I, they should be able to swap to a more defensive build and do okay in Act II. As they gear up they can begin adjusting back to becoming offensive in Act II, at which point they can jump into Act III with a focus on defense, and so on. Difficulty certainly ties into itemization, encounter and enemy tuning, and class balance, and all of these things together are going to paint a more reasonable difficulty curve as you hit Inferno in 1.0.3.
Paying for Your Mistakes
Current repair costs at level 60 are barely noticeable, and because of that we see a lot of people wonder if “graveyard zerging” tough enemies or “chain rezzing allies on a boss” is intended gameplay – it definitely is not. To help solve the issue we evaluated a number of new death mechanics, such as just allowing the resurrection timer to increase even higher, disallowing resurrection during boss fights, or putting a debuff on you when you resurrect (such as reduced combat effectiveness). Ultimately we felt that increasing repair costs was the best solution that preserves the fast paced style of the game. Repair costs on level 60 items are going to go up a lot. Our goal is the next time a player is graveyard zerging a boss, it should occur to them that “this is probably not an efficient way to go about things”. We’re currently evaluating repair costs between 4x and 6x their current values. In the face of increasing costs, we recommend listening to the Hardcore players out there as they probably have some helpful advice on how to minimize repair costs. Following this change zerging a boss will still be possible, but our intent is that it won’t be optimal, and players who are seeking to be as efficient as possible will adjust their item hunting routes accordingly.
Whoa, Whoa, Nice Shootin’ Tex
We’re fixing a number of bugs with Attack Speed, mainly related to the stat not working on some items, but we’ve also decided we need to reduce the effectiveness of Increased Attack Speed overall. Many players have commented that Increased Attack Speed is such a dominant stat they feel it’s required. While we don’t have an issue with there being important stats, Increased Attack Speed in particular has secondary effects on mobility in combat, resource generation and resource consumption. We want there to be options and considerations for how you gear up, and one uber trump-everything stat can really work against choice and options. There are two different solutions we’re considering to reduce the effectiveness of Increased Attack Speed. The first is to simply reduce the value on all the items to their desired values. In general our desire is to never change items as that makes them feel less concrete, but the upside is you would still be able to look at an item and know exactly what you are getting. The other approach is to change the formula used for attack speed aggregation so that stacking attack speed from multiple slots suffers from diminishing returns. The downside of that approach is that it introduces yet another hidden modifier on an item property (and many people dislike hidden modifiers), and complicates the already difficult decision of item gearing. We’re currently leaning toward the first solution, to simply reduce the value on items, but we’d be interested to read people’s thoughts on the problem.
Just Three Two Easy Payments
We previously hinted that Blacksmith and Jeweler costs are coming down, and overall it will be far more reasonable to train them up and craft items. The most dramatic reduction is on the combine costs for tier 2-8 gems.
|
Gem Quality |
Previous Cost |
New Cost |
|---|---|---|
|
Flawed |
3 Chipped + 500 gold |
2 Chipped + 10 gold |
|
Normal |
3 Flawed + 750 gold |
2 Flawed + 25 gold |
|
Flawless |
3 Normal + 1250 gold |
2 Normal + 40 gold |
|
Perfect |
3 Flawless + 2000 gold + 1 Page |
2 Flawless + 55 gold + 1 Page |
|
Radiant |
3 Perfect + 3500 gold + 2 Pages |
2 Perfect + 70 gold + 2 Pages |
|
Square |
3 Radiant + 7500 gold + 1 Tome |
2 Radiant + 85 gold + 1 Tome |
|
Flawless Square |
3 Square + 20,000 gold + 2 Tomes |
2 square + 100 gold + 2 Tomes |
The gem combine costs for Perfect Square and above will remain unchanged.
Nerf Them, Buff Me
Class tuning is not a major focus for 1.0.3. There will be a small number of skills changes, but for the most part we want people to continue experimenting and enjoy their skills for a while. Our goal was and continues to be build diversity, and though we see quite a bit of build diversity, we think we can do much better. Class tuning will be an ongoing process, and we’re targeting the 1.1 patch for most class tweaks, with a focus on punching build diversity up a few more notches.
But What About…
While these are a few of the larger systems adjustments we’re making, the 1.0.3 patch will include many fixes, quality of life enhancements, Auction House improvements, and other changes. We hope you look forward to the patch as much as we do getting it out there, and again we appreciate your continued feedback. See you in-game!







“You Keep Using That Word” I love the article just for that reference on “Legendaries” haha
Especially given the entire quote:
“You keep using that word. I do not think it means what you think it means.”
Ok, so they nerfed co-op difficulty – that’s fine, but now they want to nerf Act2-4 even more? That’s just plain BS. They said they will nerf inferno ONLY when most hardcore can’t finish, and players are finishing inferno all over the place.
I myself got decent gear and it’s really easy in Act3. I pretty much never die unless some insane affix combo spawns..
And IAS nerf..
You must be a ranged class? My barb can solo act 1 inferno with relative ease (even in some crappy MF gear to help with drops) with a few deaths and I can sit blow for blow with The Butcher without the need to kite to the health shrines. But hopping to act 2 and insta gibbed by a non-elite cat or a freaking BEE is bad design in my opinion. I don’t want to fly through it, but the brick wall does exist.
No worries i play only barb
Lets see how they handle it. If by “nerfing”, they mean tweaking some of the silly champion pack affixes and getting rid of/changing some of the one-shot mechanics (heralds, soul lashers, lacuni), that would be great in my book.
Of these changes, I’m definitely most excited about the drop rates. Unbelievable how Blizzard didn’t see this issue from the beginning. Killing monsters is a lot more fun than breaking vases, opening chests or hunting goblins, so should be good.
I thought from what they said way way back that the new version was how it was going to be, with everything being able to drop in inferno act 1 just with better odds of the best stuff in later acts.
if its so easy and you pretty much never die, then hard core really shouldn’t be a challenge for you
looking forward to having you join us on the HC side
Amen! I agree. Anyone else who thinks the game is too easy, we would be glad to have you come over to HC and add to the items in the auction house. Or help add value to the items in our economy by buying items from us then dying and losing all your items because you thought the game was “too easy”. <3
well it’s not THAT easy. And i don’t see what HC have to do with this. I don’t say the game is now to easy, it’s fine, but if they nerf it then it will definitely will be too easy.
I think what we HC players are saying is, Act I Inferno is ****ing scary on a geared level 60.
The problem with the current difficulty level, speaking as a barbarian, is that the only way to progress is with an overwhelming focus on survivability stats and skills. Diablo’s design philosophy is about item and skill diversity, and the current inferno doesn’t jive with that.
let me guess, you only go for gear with str, vit, all resistances (or some combo of those three), and anything after that is gravy? You have revenge with provocation, war cry impunity, wrath of the berserker with insanity, and 2-3 defensive passives in your build?
Sorry, not all of use like being pigeonholed.
No, i got 3.2 attacks per second without counting frenzy, so believe me i am not a tank.
But yeah some skills like provocation and impunity are must, but so are on all classes.
the number 1 on my keypad is saw from bashing the revenge skill during elite fights
BS, you’re talking out of your ass. Is your definition of “Finishing Inferno” skipping all elite mobs and run trough to the boss?
Wtf you are smoking? :] I never ever skip elites when i play, unless there is unkillable combo for me, but that happens for everyone. I killed diablo in inferno without much trouble with 5 NV stacks.
And how much did you paid for your egar on AH ? or how many _ranged_ friends just boosted you ?
We can talk when you earn your gear by yourself.
I earned everything myself, no one gave me a single item. Now why are you talking about power of gear? As far as i remember inferno was supposed to be hard even with great gear. And no one today got THAT great gear compared to what we will have in months, and then you consider that inferno will be nerfed, i personally doubt it’s going to be challenging game after few months, we’ll see.
Some good updates in this, i agree that nerfing inferno isn’t the best but it needed to be tweaked.
Things are looking up for D3 at last
thank you diablo gods
Looking good, really like NV and iLev changes
Great.. nerfing Inferno, who didn’t see that coming?
Catering to the noobs again. **** you blizz
You’re an idiot who has no idea what he’s talking about. Inferno was never balanced, it was made simply by increasing the HP/DMG multipliers for mobs without any fine tuning. STFU plz and never speak again about things you no clue about.
I think it’s safe to ignore the advice offered by people with a troll head avatar and a name from a notorious D2 hacked item.
I have no issues farming a2 and a3 after grinding for more gold and buying gear.
Maybe you and the other scrubs should l2p
no issues ?
so you should have no problem changing to hard core and doing it there
HC is a different game which I play as well, but that’s irrelevant to this topic.
Key phrase: “after grinding for more gold and buying gear.”
This is NOT fun for people. The main gripe currently is that it feels like an obligation to sit through hours of boring-as-crap runs farming gold to be viable rather than actually playing the game. As mentioned directly in this article, the push towards mindless gold farming runs was not the intended design of the game.
They’re reviving co-op play by doing this – and I’m all for it. I never co-op farmed Inferno unless it was to mention I had a goblin for people to get in on. I can almost AFK farm Inferno on my DH, but wasn’t fun to do.
The fact I will I get to play with my friends again is a welcome change.
I’m not taking Ith’s side by any stretch but be aware that you just said grinding isnt fun in reference to a Diablo game. Whether you grind easily getting gold in hell or you die 1000x trying to “grind” inferno, its still a grind. grind = grind
Correction: I said grinding for gold isn’t fun.
The paragon of Diablo is the item grind. When people are feeling like they’re getting such trash that the path of least resistance is to devolve their play into mindless gold grinding for countless hours, there’s something very wrong with the design.
Call it semantics, call it human perception, call it whatever you want. The fact that this has a significant impact on the enjoyment level of the game indicates where development and tuning must occur. These patch notes are a direct result of this very problem.
As it stands, the path of least resistance is not the funnest way to get items. In fact, many would argue that it is the most boring, mindless, and terrible way. But they do it. This is in direct opposition to Blizzard’s design philosophy, and why we’re now seeing a change.
Let me guess, Ith played wizard or demon hunter before the nerfs?
I’m sure he doesnt play barbarian or monk, that cant get through act 2 with high end gear
does smoothing out the “hit a wall” in inferno really equal big nerfing? Too early to tell I think. Perhaps it will still be bloody difficult, just a bit smoother. And they can always re-up the difficulty if necessary.
Except there really was no wall if you spent a day gearing your toon.
you’re full of crap
Yeah. “No wall,” because you could zerg the boss packs on the cheap and abuse IAS.
And spending a day gearing up is the definition of a wall. You may want the wall, but it’s a wall.
Great changes. Very excited about this.
I wonder, if they end up decreasing Attack Speed bonuses on items, will that apply to existing items or only to newly generated items from that point on? That would be like the 1.08 Valk. If they do however decrease Attack Speed on existing items, I wonder how they would scale it down; 1% to 17% becomes ? to ?
I don’t like either solutions; adding diminishing returns is also not a great idea; it seems they made sure to have as little of that type of formula as possible, so far.
All changes will only apply to new items (see legendaries topic a little while back), they also stated they not going to nerf items in that (though this might change).
My barb who can tank act 1 inferno convincingly will no longer die to bee stings in act 2?
IMPOSSIBLE!
If he died in single player games, he will still die after patch.
They only nerf co-op damage.
Nope you are reading it wrong. co-op damage will get nerfed AND act2-4 inferno will get nerfed regardless.
Act2-4 is being “adjusted”. It’s entirely possible that early A2 will get easier but everything else will get harder.
Early act 2 is so hard because of two things. First, you are in a corridor at the start with no place to run. Second, you run immediately into the hardest hitting cheapest monsters in the act. (Invincileaping, mortaring, one-shotting kitty-cats). You can use tactics to get into this act, and once you get into the open spaces and work out some strategy, it is insanely hard but doable. I have solo’d act two on my wizard over the course of two days while gradually increasing my stats. I did spend a few hundred thousand on the GAH to upgrade my gear, but my gear is by no means godly. 23k damage/ 23k life. The life will need boosting after I down Belial tonight.
In my opinion, just cleaning up/ tuning some of the damage in that initial foray into the canyon should help bring down the perceived wall.
I am obviously not talking about melee here as I haven’t tried a melee character past nightmare. It sounds awful. I hope they can tune that without nerfing the difficulty too much for ranged classes. I’m really enjoying end-game so far.
Wrong.
The post clearly states tuning of Inferno Act 2/3/4 is DIFFERENT from the removal of additional damage for mobs in co-op games.