Patch 1.0.4 System Changes Preview

Posted 10 August 2012 by Nizaris

I’d like to start by saying they’re getting rid of the invulnerable minion affix and enrage timers.

That being said, information has finally dropped regarding the first segment of information for the next major patch for Diablo III. Stay tuned for more analysis on the details of the information.

Also, if you didn’t notice, the current target is for the fourth week of August. That does indicate something much sooner rather than later.

There is a TLDR bulleted list at the bottom of the blue post if you are in a hurry.

Well, we’re getting closer to 1.0.4, and while it’s still a few weeks away we’re going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. To kick things off I wanted to provide an overview of some of the larger systems changes and game improvements.

Let’s get started!

So Happy Together
While many people are playing co-op, it’s still a minority of games. Ideally we would like players who want to play solo to be able to solo, and players who want to play co-op to play co-op. At the moment though playing solo is the clear choice, even for those who would prefer co-op with some of their friends.

The change we made back in 1.0.3 to remove the bonus monster damage per additional player was a great start, but we can clearly go a bit further. The first change we’re making in 1.0.4 for co-op is to remove averaging in multiplayer games of Magic Find and Gold Find. You’ll benefit from your full Magic Find stat, independent of other players in the game. We originally added Magic Find averaging so optimal play did not involve people stacking what we call “adventure stats” to the detriment of their party. While this may re-emerge as a problem, we think the current solution feels like too much of a penalty, and is doing more harm than good.

Along the same lines as the change in 1.0.3, we’re going to be lowering the health multiplier for monsters per additional player in co-op games. It’s going to be a flat 75% in 1.0.4 for all difficulty levels, as opposed to the scaling 75/85/95/110% it is now. This makes enemies far more manageable in co-op games, and rewards a co-ordinated group with a higher farming efficiency than playing alone.

Shrinking the Gap
We know there are a lot of you out there that are really frustrated by the difficulty of some of the champion and rare packs, so in 1.0.4 we’re going to shrink the gap between normal monsters and Elite packs (DiabloWikiChampions and DiabloWikiRares). The design intent of Champion and Rare packs is to provide a spike of challenge, but in general we feel like the gap is too big. Normal monsters die quickly and are usually just fodder, and Champions and Rares can feel like a brick wall. In general we’re looking to bring normal enemies up a smidge, and Champions and Rares down.

So, in 1.0.4 we’re increasing the health of normal monsters by approximately 5%-10% in DiabloWikiInferno, but also increasing the likelihood they drop magic or rare items by a factor of four. We’re correspondingly lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap. We’re still working on those numbers, but that’s approximately what we’re shooting for.

To further reduce the gap between normal and Elite monsters, we’re adjusting some of the more frustrating monster affixes, such as DiabloWikiFire Chains and DiabloWikiShielding.* Of course there are some normal monsters that are massive spikes in difficulty too, and we’ll be making polish adjustments to a few of those as well, like reducing the damage of two-handed skeletons like DiabloWikiSkull Cleavers.

Weapons Master
One of the general improvements we’d like to make to our item game addresses the difference between an item having a chance of being good vs. knowing the item isn’t going to be good before you even identify it. In other words, there’s a world of difference between an item having no chance of being good, and some chance of being good. It’s not something we’re going to be able to fully address in 1.0.4, but giving every dropped item a chance to be good is a long-term goal. One area we felt we could make immediate improvements for 1.0.4 was with weapons.

Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63.

We also want to close the gap between dual-wielding and two-handers, and so we’re improving two-handed melee weapons by creating a new set of stronger affixes to compensate for the loss of stats that can come from your offhand.

On the topic of two-handers, we’re also changing how damage is calculated on a few damage-over-time skills. Many skills have text like “Deals 75% weapon damage for 5 seconds”, which isn’t exactly clear as it can be interpreted a few different ways. It also made skill evaluation difficult, particularly for skills with long durations or cooldowns. We’re switching a lot of these skills to read “X% weapon damage over 5 seconds”. Many skills already follow this format, and understanding what the skill does is very clear. As the skills are converted there is an additional opportunity: when converting to this format, choosing a value for X depends on your weapon speed. So what we’ve done in most cases is assumed a high attack speed (at least 2.0 attacks per second), chosen a value of X, and then in many cases bumped the value even higher. A skill that currently does 75% weapon damage for 5 seconds, with a 2.0 speed weapon, will convert to at least 750% weapon damage over 5 seconds. The skill becomes easier to understand, is a small buff for most one-hand builds, and a big buff for two-hand builds.

Efficiency vs. Challenge
Rather than focus on whether or not you can beat an enemy, many players would rather figure out how fast they can beat them. We’re removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs. We don’t think they fit well into the general philosophy of the game, which is more about trying to farm as efficiently as possible. You’re already incentivized to kill things quickly, if a pack happens to take you a long time it can just feel unfair to have the pack enrage, kill you, and then heal back to full. The original intent behind Enrage Timers was to have a few encounters that served as a “DPS check” that also add tension and excitement. Due to the randomness of Champion and Rare monsters, combined with a general philosophy of efficient farming, this was simply the wrong approach for us to take. The Enrage Timers feel more appropriate on bosses, where the setup, predictability and mechanics of the fight add the required context for the time limit.

We can’t get away from the Efficiency vs Challenge discussion without talking about death penalties. When we increased repair costs in 1.0.3 it was to make death meaningful. Efficiency is not only about how fast you kill things, but what efforts you’re putting into doing so. Dying should cut into efficiency, and that creates a meaningful challenge to stay alive in not only how you play, but the importance of how you’re designing your character. That said, we think repair costs are just a bit too high, so in 1.0.4 we’re going to be reducing repair costs of high-end items by 25%.

Legendarier
We have improvements coming to Legendary items, and it seems like an important enough subject to give them their own blog. Stay tuned as Senior Game Designer DiabloWikiAndrew Chambers gives the rundown in the next week or two. As a general reminder though, existing items are not changing. The DiabloWikiLegendary improvements are going to be for Legendaries dropped or crafted after the 1.0.4 patch goes live.

Stay Classy
We’re making a metric-ton of changes to classes, so we’re going to have separate blog posts for each. But in general we’re looking at unpopular skills and asking ourselves a few questions:

  • Does the skill have any control or readability issues that would make the skill less satisfying to use? If so – polish the skill more. A good example here is the Barbarian Rend ability – many people don’t use it because you can’t always tell which enemies are affected by the bleed and which aren’t.
  • Does the skill fill a similar role as an extremely popular skill? If so, buff the skill to be competitive with the popular skill. For example, Bola Shot could be a solid skill, but simply doesn’t have the raw damage when compared to Hungering Arrow, so we’re buffing Bola Shot to be competitive.
  • Does a skill have a dominant rune? If so, can we buff the underused runes to be more competitive? A good example here is the Wizard Hydra skill. The Venom Hydra is by far the most popular rune, and for good reason, so we are buffing the other runes to make them more competitive with Venom Hydra.
  • Is the skill a resource spender? In general we have found that many resource spenders just don’t do enough for their resource cost. Here I would use the example of Wave of Light, which is a fairly significant expenditure of Spirit that doesn’t always seem worthwhile. Many damage-oriented resource spenders are receiving buffs in 1.0.4
  • Would buffing the skill increase or decrease build diversity? Some skills when buffed cause other skills to become obsolete, so there’s a net decrease in build diversity – we’re more careful with those. Other skills, when buffed, add to the total pool of appealing skills, which increases build diversity. The most obvious example here is the Witch Doctor Zombie Dogs and Gargantuan, which are both receiving significant improvements in 1.0.4.

We hope you have fun, and stay tuned for each of the specific class articles in the next couple weeks.

The Outro

These are really just a few of the topline systems changes we’ll be making in 1.0.4, and we hope you’re looking forward to them as much as we are. We’ll of course have a lot more info coming at you in the weeks ahead on Legendary items, classes and more, as well as some interviews we’ll be holding shortly before the patch goes live – which, by the way, is currently targeted for the fourth week of August.

See you in-game!

*P.S. We’re getting rid of the Invulnerable Minions monster affix.

Wyatt Cheng is Senior Technical Game Designer on Diablo III, and as a member of Blizzard’s Beef Jerky Club is ordering jalapeno, habenero & ghost chili jerky this month.

TLDR

Multiplayer

  • Removing averaging in multiplayer games of Magic Find and Gold Find.
  • Lowering the health multiplier for monsters per additional player in co-op games to a flat 75% for all difficulties.

Monsters

  • Shrinking the gap between normal monsters and Elite packs (Champions and Rares).
  • Increasing health of normal monsters by approximately 5%-10% in Inferno, but also increasing the likelihood they drop magic or rare items by a factor of four.
  • Lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap.
  • Adjusting some of the more frustrating monster affixes, such as Fire Chains and Shielding. We’re getting rid of the Invulnerable Minions monster affix.
  • Removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs.

Items

  • The raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63.
  • Closing the gap between dual-wielding and two-handers, and so we’re improving two-handed melee weapons by creating a new set of stronger affixes to compensate for the loss of stats that can come from your offhand.
  • Changing how damage is calculated on a few damage-over-time skills.
    Reducing repair costs of high-end items by 25%.
  • In most cases we have assumed a high attack speed (at least 2.0 attacks per second), chosen a value of X, and then in many cases bumped the value even higher. A skill that currently does 75% weapon damage for 5 seconds, with a 2.0 speed weapon, will convert to at least 750% weapon damage over 5 seconds.
  • Switching a lot of these skills to read “X% weapon damage over 5 seconds”.

To Come

  • The Legendary improvements are going to be for Legendaries dropped or crafted after the 1.0.4 patch goes live. Andrew Chambers will give rundown in the next week or two.
  • Metric-ton of changes to classes, so we’re going to have separate blog posts for each.
  • #1 Favorite for me: 61/62 weapons to become viable.

    Thank you Blizzard.

    #2 2h weapons buff

    Can’t wait.

    #3 Elites nerf

    My solo DH can now live in Inferno HC! hopefully?!

    • The 61/62 items with possible 63 dps is the best change ever, I can count at least 10 items I salvaged that had amazing rolls, but since they were ilvl 61 or 62, they were trash not even worth 50k on the AH since blue 63s had 200 more dps…

    • I’m an HC only player too. It’s looking like the patch will make HC more manageable for sure.

      Although I’m up for the current challenge at least farming Inferno A1, I’ll gladly take features that (hypothetically) reduce my farming time spent before I can progress.

  • So…

    Damage over time spells are getting buffed by now using weapon DPS as opposed to just weapon damage? Yay!

    Two hander finally getting stronger affixes? They said that would happen way before release, not sure why it took them so long.

    Elite HP lower while normal HP higher is good. Overall a nerf to difficulty, but elites are teeeedious.

    ***P.S. We’re getting rid of the Invulnerable Minions monster affix.***
    Yay! Shame they didn’t figure out to a way to keep it in the game as a less frustrating mechanic, this game needs more affixes, not less.

    • While I agree that the game needs more variety in the elite affix department, I don’t mind them dropping an affix or two if it makes for less player frustration in the end. Removing enrage timers and health regeneration goes a long towards making “bad” combinations less infurating, which is great news. The question is if they’ll do something about CC + damage combos of death or if they consider unavoidable player deaths fair game.

      • Strange thing for me, is that invulnerable minions is generally not problematic on any of my characters. Since they can be snared / cc’d in general, they can be tough but not horrible. I would say it’s actually one of the easier mods. Unless it’s combined with shocking, fast, molten and appears on spiderlings/burrowing leapers.

        • Ive run into oh so many packs with Invuln Minons + Fast + Teleport + extra health… and they suck every time!

        • It depends, I guess. On my barb I can just pop WotB and quickly burn down the boss while tanking the minions – the fight is usually over in a few seconds. On my DH it’s much more complicated – not only do I lack WotB-esque cooldowns, the minions often block projectiles aimed at the boss and force me to waste all my discipline on CC just to keep them away, which makes it that much harder to keep myself alive long enough to kill the boss.

          Perhaps the most frustrating thing is when you die and the boss heals back to full, as it means you’ve made absolutely no progress. Normally, when facing a very hard pack, you’d be able to take a “2 steps forward 1 step back” approach and try to pick as many minions off as possible before you die, until only the boss remains. This isn’t an option when the minions are invulnerable, obviously.

          So yeah, not too sad to see it go. We’ll see if they’ll add some other affix in its place or focus on balancing the ones that are left (hopefully the latter).

    • Wow, it is almost like they actually listened to the community! The only thing mentioned about magic find was regarding co-op, that’s good. The only thing mentioned about skills was buffing, that’s good. Ridding inferno of enrage timers and invuln minions!

      Great news all around and I cannot wait to read the more in depth blogs. I’m assuming this patch will be out on the 28th, which unfortunately means I won’t be playing it until I get the GW2 “new game” hype out of my system. But hopefully that just means the extended break will leave me with a clean slate for a new impression of D3.

    • They shouldn’t remove Invulnerable Minions.

      They should change it to Ghostly Minions and rather than giving the minions a shield graphic, they should make them 50% transparent. They would take 10-15% damage from all attacks (instead of 0) and all AoE/ranged attacks would pierce through them.

      The biggest difficulty with invulnerable minions is getting past them to attack the elite, which gives any skills with a piercing attack a huge boon to defeating this type and makes other single-target abilities very weak and hard to use.

    • Shield from critical hits maybe?

    • Many DoTs already used your DPS. I know that Haunt and Grasp of the Dead did, while Rend for example didn’t. This will most likely be only a wording change in some cases.

  • Wow… this list is… encouraging!

    • Yes, the list is encouraging, but if there is something to be messed up, Blizzard will mess it up. Given their track record, various tweaks and improvements might make some of the gameplay easier, but will it make it better?

      We’ll be able to kill elites faster, but will we ever find anything that our characters can equip?

      THAT is the issue. If that isn’t addressed, they are just re-arranging deck-chairs on the Titanic.

  • So far so good, really curious to know the new item affixes as well as skill buffs.

  • A lot of good changes, but “Stay tuned as Senior Game Designer Andrew Chambers gives the rundown in the next week or two” and ” We’ll of course have a lot more info coming at you in the weeks ahead…”

    Sad news: The patch won’t be out for at least another month.

  • I wish it won’t become too easy. I had no problems with healths but of course there are some fatal combinations of affixes. It had to be adressed to.

    Overall I would like to what class changes are coming. It is obvious there are dominant skills, must-use skills that decrease build diversation. Was a big fan of Rend during the beta, I wonder what changes they are going to make about it.

    Hope that they don’t mess legendaries trying to make them useful too. Personally, I would like to use a Skorn, it looks badass. Also they should adjust specializations of legendaries. Some of them has no use at all.

    And MF, I was a big fan of it but had given up on it for a long time now. It was just the same for me with or without MF. Everyone for himself now.

    • Oh it will become much easier. Less enemy HP, the highest damage spikes on normal enemies getting nerfed, a ton of skill buffs (with guaranteed new game breaking runes/synergies), etc.

      It’s safe to say that actual PvE challenge will come with eventual end-game additions later on. Until then, it’s Diablo 2 mode – farm and experiment (assuming the Legendary buffs are done correctly and drop rates are adjusted to point of sanity).

      • Its obvious they are just getting rid of the massive difficuilty / damage spikes. Kinda like removing IM in diablo 2. Sorta stuff you just randomly get wtf i died? 1 hit killed.

  • Oddly, I don’t really see the need to remove Invulnerable Minions. The HP nerf from a previous patch made them much easier. I often find Shielding is more annoying.

    Otherwise the changes look good. I love the idea of getting more drops from white mobs!

  • This is progress however small it might be. I do think they are making a mistake with nerfing repair costs. Death in softcore should hurt tremendously and it’s boring enough as is even with high repair costs. If the player is dying a lot and racking up huge repair bills something is wrong with THEM not the game. If I can play hardcore only without ever having died in this game then they can learn to manage a farming run in inferno without dying twenty times like an idiot. I also like that they mentioned buffing witch doctor pets. I hope they realize that they would need to buff them out the ace with crazy stats and abilities in order to be competitive with a inferno zombie bears build. Would be nice to have effective meat shield pets for once. I also hope they look at the other totally useless WD skills and buff them.

  • to co-op play: MF change is good, it was as I remember one od the latest changes before releasing the game and I haven´t really got the logic behind it… finally, they changed it back… when u see, someone is undergeared or swapping too early and not fighting, kick him outa game, simple as that… from the previous post they mentioned MF changes and I think they will handle the MF gear swap issue too,…

    overal good changes in my opinion, but another decrease in difficulty as I see it (especially 75% increase of hp in inferno) will bore skilled players even more, without some challenge and endgame content this can be contraproductive, even if it can and will boost coop play…

    what I appreciate in this post is avoiding the “soon” TM and it´s written pretty non elusive about the game issues, admitting what was a bad decision along with pretty normal estimate “weeks” so people know what and when they can await new content…

    I´m sure this will be a step forward (at least more forward than backwards), but still there are so many ways to improve it will take a couple more well handed patches to polish the game until PvP…

    • The MF change will destroy public gaming. People with real gear won’t want to carry people with high MF, so public games will just be full of people trying to leech off of the effort of others.

      It’s going to help for those with really high end gear with high MF, as they will feel less forced to solo. But it’s going to hurt those who play with high end gear and low MF to maximize their killing speed, at least in public games.

      • Except that most anyone worth their wight has high end mf gear at this point.

        • Except that all of those who don´t spend 8 hours+ a day playing diablo doesn´t. I can´t afford MF gear and if the new patch is going to make it even more impossible for me to find anything usable, then that´s it.

  • Wow good news. Happy to see them listen. However I hope it doesn’t get too easy :( .