v1.0.3 Changes Less Popular on the “Official” ForumsPosted 22 June 2012 by Flux
When surveying the fan reactions to the v1.0.3 changes, I found a lot of variety in opinions and values, but saw mostly constructive dialogue. Even fans who didn’t like these particular changes were somewhat philosophical about it, or saw them as steps on a path to something better in the future. This is not the case with a survey of the B.net forums where you’d think the 17th letter of the alphabet had been elected dictator for life, since it’s all QQ all the time. For example:
I forked over $60 for your lousy game. >:( I’m paying YOU, you aren’t paying me.
Don’t you DARE suggest I have to be THANKFUL to you over your miserable broken game you arrogant misanthrope!
NO. I’m not thankful. Its crap.
Bashiok: I thought the exclamation point/question mark power-combo would make it obvious I was joking. Of course you wouldn’t be thankful that we didn’t nerf all the stats, the obviousness of how incorrect the statement is is what makes it so absolutely hilarious. Anyway, sorry you misunderstood my intent.
Here’s the entire quote, for reference and cataloging:
“We don’t want people to be afraid of nerfs, and … I guess maybe I can try to get that across by saying we could have nerfed a bunch of stats that probably deserve it to some degree, but we didn’t (aren’t you thankful!?), because we don’t believe our design approach should be constantly noodling with really important things, like stats. It should only be when we have an extreme situation developing, and we felt that was the case with IAS.”
While that’s just the usual thing of a fan using a few words from a Bashiok comment out of context, there’s plenty more of that going around in the Mos Eisley-esque B.net forums.
As previous posted by Lylirra, who just made the biggest PR mistake by openly deciding what is fun for us instead of letting us play how we want..
Yeah, let’s start with: Stop nerfing things that are legit mechanics in the game. This is not an MMO, it is a hack and slash ARPG, and as such, there is no need for a “balance” between anything. Players should be allowed to do as they want, when they want, wherever they want. If you want to make some sort of pseudo scientific balance to the game, reduce the monster’s HP and Damage (again) and increase monster count by about 4 times in every area of every act and decrease the drop rate of all Rares and Legenedaries by at least 2-3 times to compensate for the monster count.
This methodology worked beautifully in Diablo II and you guys would do good to do this for Diablo III.
AS PREVIOUSLY STATED BY BASHIOK:
Our item pool philosophy is that you can break an urn and get the best item in the game – it’s all a matter of chance. Running more difficult areas and taking on more difficult enemies will not always be the most efficient way to find upgrades.
Boys and girls, as far as I know, Blizzard is apparently qualified to decide whether or not a game is fun for us, qualified to make design decisions without ever once running it by the community, the community that is going to play their games, and would rather piss the entire world off instead if it means that they get to play with a Real Money Auction House to make an extra buck because milking the cash cow known as World of Warcraft is not enough.
I sometimes think that players posting on Battle.net are concerned that at some point in the future, through some bizarre twist of events, they might be called upon to work in video game development. They want to make sure that this can never possibly happen, so they try to inoculate themselves against any such consideration by making the worst possible arguments about how a video game should work.
I know this seems a crazy theory, but how else could you explain statements like those presented in the above post? “Players should be allowed to do as they want, when they want, wherever they want.” We have that feature in many games now. It’s called God Mode, it’s enabled by hacks, and it makes any game completely unfun about 30m after you enable it.
There were lots more complaining threads that got Blue replies, and most of them are worth reading (unlike the two I just quoted). To bulletpoint the key bits right here, though:
Click through for blue quotes on all these topics, plus more. Because moar.
Some fans reported big drops in high end loot quality and quantity in Inferno. Others disagreed, and it’s a very subjective thing from just one game, even if you were getting all Varquynne on it.
Act 3/4 loot is bugged, and not dropping loot as intended.
May we get a blizzard response to exactly whats going on and if its going to be hotfixed.
If not true, please give a response so I can quit faster because loot in act 3/4 is horrible compared to act 1/2.
Bashiok: We’re going to look into this. We’re not aware of any issues, but of course that doesn’t mean there isn’t one.
I used to get ~5-6 ilvl 63 rares every 15 minutes, now I get about 1 per hour.
This makes me wonder if this isn’t just a perception issue? We didn’t expose ilvl before 1.0.3, so could this be because there was some expectation of “if an item was good it was ilvl 63″? Of course that’s not necessarily true. A well rolled ilvl 61 could be better than a 63.
Those that did a lot of farming knew what the names of ilvl 63 items were. God you are so stupid.
Hi! Not a people person? A simple “We know the base items.” would have sufficed. Thank you for your assistance.
The irony is delicious. He’s just responding to you in the typical douchey tone you’re so fond of responding to people with.
Please point me to where I call people stupid.
As a civil person I would like to thank you for your response and I do hope you guys look into this issue. I literally went from playing 12+ hours a day to 1 hour simply because its unrewarding to see ilvl 51-56 rares drop from a champ and rare packs in Act III.
The risk/reward just ain’t worth my time anymore.
I really want to like this game but I just can’t right now.
Hah. Well, thanks. I’ll get back as soon as I hear something.
way to dodge the OP questions…….
A cheap excuse is usually, considered stupid.
I said we’ll look into it…
Y U NO PR right?
Seriously, you guys have no idea how to run a business. It’s not about what YOU want, customers come first? Jesus christ didn’t you learn this in business 101, like one of the FIRST rules? Mind = Blown
Bashiok: Games are defined by their limitations. Limitations can also be defined as rules, and rules exist to achieve some kind of goal. Our goal with the game is to ensure the best ways to play the game are actually playing “the game” (which isn’t MF gear swaps and urn runs), that it shouldn’t be efficient to die 40 times an hour, and that itemization and class build diversity is as broad as we can make it. Most of the changes people are discussing fall into one of those categories.
Just for reference, here are some potentially pertinent changes made in Diablo II 1.10.
These were really intended to get people out and into the game, reduce the repetitive runs, and try to hit a goal where these quick repetitive actions were not the best way to play the game. Ultimately it was probably too little too late. The idea that ‘this is an ARPG and so you should be able to do whatever you want’ doesn’t really amount to much of anything.
The fact that players are dying 40 times an hour lies on you, my friend. I’m not asking for a nerf to the content, but rather a fix to the system.
How so? Stop doing content that’s too hard for you.
If you really have to ask “How so” you don’t look at your own forums too much, do you? I’m not the only one that gets upset when an Invicible/lifesteal/poison/descrator/molten mob wrecks my face, over and over again, because I’m melee and there’s not a damn thing I can do to avoid the crazy high damage.
I agree some combos are very difficult for certain classes and builds, and not fighting those very hard combos is an option.
So what’s this then?
“Our item pool philosophy is that you can break an urn and get the best item in the game – it’s all a matter of chance. “
Yeah, that’s getting thrown around a lot, and I agree we’ve damaged that goal, but we do have an obligation to try to keep the game in check. We’re working on ways to get back to that, though. I don’t think any of us thinks the game is perfect, and I doubt we ever will. It’s an ongoing process.
Guys, I challenged Bash and he, well, bashed me back. Both sides (Blues and Browns) are stressed and frustrated right now. No animosity on either side, we can turn this into a positive. It’s gotta start right here, right now though. Open, honest communication from both sides, no anger, no baiting, no trolling, and we can make this the great game it deserves to be.
To answer his previous post, in the open world you do have the option of trying to avoid the mobs. In any cave, dungeon, or area with corridors, you don’t. That makes up probably half the game, at least. For instance, half of Act III is in the open battlefield (you can try to avoid mobs). The other half is in the keep, in the dungeons scattered throughout, or underground, all of which are corridor based. You go forward, or you stop playing. That’s what the issue is.
I don’t want to see Bash get in trouble, and I don’t want an apology. I just want to see this game get better, and not because I payed $60 for it. It’s because it has so much potential to be one of those legendary games (like Diablo II is/was).
Thanks for that, and I agree I really am dying for people to just be reasonable and calm and rational and want to talk. Thank you for the concern, but I’m not going to get in trouble. Challenging people’s ideas and statements is part of my job, because that is what part of a conversation is. Us just talking at each other, or you saying something and me smiling and saying ‘thanks for the feedback’ probably isn’t that helpful for anyone.
I didn’t want to imply that we think everything is necessarily perfectly balanced, but certainly having some affix combos you can’t beat, you gear and skill up, and then are able to beat is part of the progression. That’s a notable point at which you can take note of a change, be it a new build, or power increases, etc. We’re ok with there being moments where you say “I can’t beat this”, because if those moments didn’t exist there would be no notable meaning to your character’s progression.
Y U NO repair costs right?
Which community manager has the fortitude to address the 90% negative feedback surrounding repair costs — the very reason why my friends no longer are logging in to play? It’s time for some damage control, and that is accurate friendly advice from a friendly player. Dropping the ball on this issue and not addressing it quickly could have long lasting large impact on the game’s population.
Bashiok: Oh… I guess me.
No one is going to like additional repair costs. I’m not sure how any feedback would be “Great, I really love paying more for repair costs.” however, we have seen enough feedback and data to show that the ratio is pretty good as long as people aren’t throwing their character’s corpses against enemies. Death has meant nothing for a very long time now, and it’s going to take some getting used to and just understanding that death is no longer something that just happens, it should be something you’re really fighting to avoid, and potentially being smarter about tackling content you can actually tackle.
That said, we think the normal wear and tear is maybe too high. Just fighting is probably too expensive, and we’re looking at potential adjustments there.
So your logic is.
You don’t like it?, Who cares.
deal with it.
No, our logic is we have logic as to why we make changes, and we’d be happy to have a conversation on them if you’d like.
Ummm am I missing something here??? Why dont you give us what we want? I mean we are your customers, dont you want to keep us happy and playing this game? Or you want us to leave and buy a competitors game that wants to keep us happy..
REMEMBER: If no one is playing you game then your RMAH profits will suffer.. You need as many people as possible playing to make you greedy real money over and over..
Making more adjustments eh? again you throw something to us, change it and change it again. When are you gonna learn??? This is Blizzard, I used to think the most polished and best gaming company out there. I used to think you guys only delivered polished (‘it will be ready when its ready’) software. Now we all know you guys take 12 years and still deliver us unfinished and not balanced software.
You want a balanced and well-polished game, but you also want us to do whatever you want (most of which will not lead to a balanced and well-polished game). I’m not sure you’re working in the same direction on those points.
Death shouldn’t be such a huge concern in D3, if so, why bother making a separate mode called hardcore?
Right! I mean, why even have death at all?
Please read my earlier posts. I am trying to farm Act 1 and losing money without dying. I feel like there’s some super awesome secret that no one wants to share, and it’s really frustrating.
I’m making a steady profit on Act 1. Here’s what I’m doing:
1) I’m clearing everything.
2) I’m getting and keeping an NV 5-stack.
3) I repair when gear goes yellow.
I die infrequently, but occasionally. However, with a 5-stack of NV, and sometimes before that, so many creatures drop 500-1000g at a pop that there’s no way I could run out of money for repairs.
I am not DYING. I am however losing money because of the repair costs.
I addressed that in my original post. (last sentence)
Y U NO nerfstick right?
The next BIG NERF. Ok, you nerfed IAS. Now people are stacking crit hit/crit chance. Some people are afraid of what the next nerf will be, including myself. How are we supposed to make a viable build when everything KEEPS GETTING NERFED??? These fears are real, and not just by me. I’m not trying to troll. I’m trying to constructively get your attention and ask that you pass it on to the devs..people feel cut-off at every turn. I myself don’t know what to do. Do I stack crit chance/crit damage and pray they don’t nerf? Do I stack life on hit, resists, and sit and worry about that being nerfed? I guess I’m asking..what do you suggest? What do we do? I’m trying to be nice, constructive, and respectful in this post..could I please get an answer?
Bashiok: There are plenty of stats we could have nerfed, there are many (some which have been mentioned) which are probably skewing itemization and build variety. We nerfed IAS because it was probably the worst offender, and because unlike most other stats has a bigger impact on mobility and resources. We know build variety is still affected by a number of issues and factors. We plan to really attack that problem in 1.1, but we didn’t think IAS could sit as it was until then.
We don’t want people to be afraid of nerfs, and … I guess maybe I can try to get that across by saying we could have nerfed a bunch of stats that probably deserve it to some degree, but we didn’t (aren’t you thankful!?), because we don’t believe our design approach should be constantly noodling with really important things, like stats. It should only be when we have an extreme situation developing, and we felt that was the case with IAS.
Every time we turn around it is a nerf. why don’t you try a buff for once? You might find you like it.
There were buffs in 1.0.3.
You can’t balance a game by just buffing, well you can but it gets out of hand way too quickly. If there’s one skill that’s too strong you have to buff everything else equally to compensate, and then rebalance the entire game around all those buffs. It doesn’t really work.
Y U NO Bashiok right?
I have been gaming for a lot of years and i must say i have never seen a more scum bag mod in any game ever you my friend need therapy and a job that does not involve you speaking to the public Blizzard not firing you just shows how little they care about their customers.
Bashiok: muh pride!
Challenge? … hope blizz is enjoying the drastic drop of players using public rooms, that’s about 2k right?
I’m not sure why everyone seems so hung up on that. I guess it seems like it’d be an effective way to try to get us to change something they don’t like. I’m honestly not sure why that number seems different. Maybe functionality changed, but we had as many people playing last night and tonight as we had a week ago. We haven’t noticed any change in concurrency. But again, I don’t really think it’s relevant to any issues you have or our desire to hear you out and explain our intentions.
I don’t give a damn about your muh pride, put someone on the line with we can properly talk to.
It doesn’t appear that’s actually what you want.
Alright, well … it’s not about me, and the thread title is technically a rule violation… I’m just gonna lock it here. But thanks for the love and the hate, just the same. It’s getting late and I still have a few hours of work to do. Keep on keepin on.
Y U NO destructibles right?
•Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses
•Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain
•Weapon racks will no longer drop weapons 100% of the time
•Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed
Pretty much says it all…….
Lylirra: I think you’re asking why we made the following changes, so that’s what I’m going to attempt to answer for you. (If that’s not why you made this post, please let me know.)
Weapon racks will no longer drop weapons 100% of the time
Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses
Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed
Ultimately, we think players running around with an entire set of Magic Find gear and swapping out those pieces every time they want to open a chest, smash a pot, or click on a weapon rack isn’t really all that fun, and we didn’t want the game’s mechanics to make players feel like they needed to do that in order to be the most efficient. We also don’t want players avoiding fighting monsters just to run after shiny clicky things (we want you to do both). In both situations, this is something we wanted to discourage and we implemented changes we felt would accomplish this.
We’re already working on another developer blog that delves more deeply in to our current philosophy regarding Magic Find gear swapping, why it’s our current philosophy, and how we’re looking at improving Magic Find in general, so that will probably provide insight on this particular topic. No solid date on that blog yet, but it’s definitely coming soon(tm).
Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain
Please note that these monsters still have a chance to drop two Magic items, but that those drops are just no longer guaranteed.
Also, keep in mind the following:
Now, if you have feedback regarding what you think we could better with these mechanics, then please feel free to post your ideas and thoughts in this thread. I’ll be reading along and relaying what you have to say.
But if perhaps someone on the blue side can at least admit “yeah, it still needs more work, this is not where things will stay” and you say this very DIRECTLY, maybe people will be less upset.
While I’m unable to say one way or another whether “this is where things will stay,” we’re definitely not opposed to making additional changes. Iteration is big part of our design philosophy, and we will continue to make improvements to the game (maybe not forever, but definitely until we feel that everything is in a good place). For example, we’re currently looking at a number of solutions for how to curb the popular practice of players swapping out their normal gear for Magic Find gear right before a kill to min/max their efficiency. In general, this isn’t something that those players seem to particularly enjoy, but instead feel compelled to do because of how efficient it is.* Also, to be very clear, this practice is not intended. (The developer blog I was talking about previously will go into the solutions we’re considering in much more detail.)
There will always be situations where our definition of “fun” and some players’ definitions of “fun” will vary, but in general our goal when making changes like these is to improve the overall game experience. We might not always succeed, but this is what we strive for. For environment objects and destructible objects, it became an issue of players repeatedly choosing to avoid killing monsters in favor of smashing pots. Not because they particularly liked smashing pots or didn’t particularly like killing monsters, but because it what was most efficient. We want you to kill monsters. We also want you to not have to worry about dragging along a separate set of Magic Find gear just for the sake efficiency gains. Did we succeed with these changes? Maybe. We think it was the right move, but it’s only a day out from the patch and we’re still waiting for all the feedback to settle.
By the way, when players say things like “Blizzard just wants us to play the game the way they want us to play it,” that’s both true and not true — but maybe not in the ways that you think. We definitely encourage experimentation, exploration, and variety. We’ve seen a lot of interesting tactics and builds and play styles develop since launch, and we’re still seeing players find new ways to progress their characters. And that’s really freaking cool. What we don’t want to have happen, though, and where we’re most likely to step in make changes, is when a certain tactic or a single way to play becomes the ONLY way to play. (Treasure Goblin farming is a another good example of this. It was fun mostly because of the rate of loot reward…but, you weren’t really fighting all that much, and because it was one of the most rewarding tactics out there, that meant everyone was driven to play that way, even if they didn’t want to.)
*I realize this not exactly what you were suggesting, but I wanted to make it clear that we’re not opposed to making further changes to a specific mechanic if we feel that it’s not where it should be.
Also, as an aside, will that blog post be going over the other changes as well, or merely trying to ease the blow from the radical changes which happened?
It’ll be focused on Magic Find gear swapping only. We want to try to do more developer blogs in general, but have each blog be shorter and only address about 1-2 topics (rather than having a big wall of text that may or may get read completely).
Also, extending the post cap (because, hey, discussion is cool).
If discussion is so cool where have you been for the past day? D:
I was out sick.
Please don’t use words like “everyone”.
Totally fair critique. You’ve my apologies, good sir (or madam), and the post has been amended.
But I LIKED smashing pots!
Me too. And I’m still going to smash every. single. one. of them, for the sheer pleasure of it.
so… i’m smashing pots and other smashables…and my gear is losing durability…. why is this happening? seems unnecessary.
We agree, and we’re already looking into reducing the durability hit players take from normal wear-and-tear. This way, players who never die aren’t getting hit with a giant repair fee every 3-4 hours.
“We think it isn’t really all that fun, but I sure love doing it!”
For clarity, we never said destroying environment objects wasn’t fun. You can still smash objects for a chance at gold drops, or just because you want to. Players feeling like they needed to always carry around MF gear and switch to that gear before destroying environment objects in order to be as efficient as possible, however, was something that was repeatedly communicated (in these forums even) as something that wasn’t enjoyable — and we agreed.
this idiot doesnt even play the game obviously. just a forum poster. good luck if you ARE destroying pots etc… it costs durability to do so. and they dont drop much at all. enjoy the repairs.
I responded to a similar concern previously. Here’s a link so you don’t have to go back and search through older posts. (Unfortunately, the “Next Blizz Post” feature is broken right now, so I know it’s harder to follow the conversation. =/)
Y U NO IAS right?
You’re telling me in the big IAS nerf patch you can’t even freaking fix the IAS on items we do have? I’m already losing a lot of IAS on my gear, and I’m OK with that, but I have a pair of Boj Anglers I bought coming up on a MONTH now and you’re telling me they still aren’t going to work and help alleviate the nerf a little? This is insanity.
It’s bad enough you nerfed the IAS on my weapon too and gave no explanation at all why you were doing that. Because people were totally stacking IAS through there weapon right, couldn’t have been they were just getting the highest dps they could afford and some of those weapons happened to have IAS. Oops nerfed to the ground.
Seriously, get it together. And do something about your community manager being condescending to the most watched English speaking player after he beat HC inferno. He’s certainly giving you guys some good PR when you need it. /sarcas
Lylirra: We’re currently planning to address the +Attack Speed affix bug for existing Legendary items in patch 1.0.4.
Y U NO mortar right?
I was under the impression that Mortar is a ranged ability. Up until this patch it was. Now, you are far away -> mortar….you are giving them hugs-> MORTAR. That *** hurts…and you can’t dodge it while up close to the monster. GG Every mortar mob I run into…surrounds my barb in a corner…and then all 3 mortar me close range. Insta-Death
Lylirra: Thank you for the reports! Our Quality Assurance team is investigating this as a possible bug. With patch 1.0.3, we increased the dead zone for Mortar monsters (the area around the monster where you can stand and not be a target for their mortar attacks), which should reduce the chance for characters from being hit when in melee range.
If characters in melee range of Mortar monsters are being targeted more often, that’s not intended. We know players are reporting this happening fairly frequently when a Mortar monster stops up against a wall, so we’ll be looking into those situations as well as when the monster is just being attacked out in the open.
Y U NO secret nerf right?
Seriously Blizzard – you know you did this. If you’re going to make changes to the game in the patch you should put all the changes in the patch note. It is not like you accidentally made these changes. It is not like you don’t know you made these changes. Please – stop acting like we are idiots and won’t notice what you’re doing.
Things I notice right off the bat as a wizard….
Magical Weapon got nerfed. The rune that adds damage and knockback is supposed to make the damage buff of Magical Weapon go from 10%-15%…. it no longer does this.
Was there a note about this? NO.
Gems got nerfed as well – ruby’s no longer add the damage they did. Eg.: instead of 14-28 additional damage they now just add 14 to min and 14 to max. This means that the gem ONLY adds 14 damage and not the 28 that it originally did.
Was there a note about this? Nope.
I’m sure I will come up with more as I play.
If any of you would like to post other “secret” nerfs that blizz snuck in to the game, post away.
Lylirra: The functionality of Magic Weapon hasn’t been changed, but we did fix a bug that was causing the skill to display the wrong damage values in the character sheet when active. We missed this bug fix originally, but have since added the following line to the official patch notes (under Classes > Wizard > Bug Fixes):
The bug caused the value to display for a higher amount in the character sheet than what the skill was actually providing, so this most likely accounts for the damage difference you’re seeing currently.
Run speed is a bit slower. Can’t outrun mobs I used to.
We didn’t make changes that should outright decrease your character’s run speed, so would you be willing to post this in the Bug Report forum so QA can take a look? Unfortunately, I can only move whole threads over to that forum and not individual replies, but that is definitely the best place to bring this up.
This literally made no sense.
It’s possible I misunderstood the original concern, in which case I apologize and will happily attempt to clarify.
That said, I think it’s important to mention the previously undocumented bug fix, since it is changing values in the characters sheet…which isn’t always fun for players to see if they don’t understand why.
Y U NO Zombie Bears right?
Zombie bears are completely useless when summoned 50% of the time its like the run into an invisible wall. My WD is completely useless along with many others. This needs to be fixed immeadiately and im disappointed that this is flooding the boards and i have seen no response or answer to this. Bottom line is your slacking and im getting pissed especially since im still trying to play and basically hemorraging gold due to your increase in repair cast which in its own right is rediculous.
Lylirra: It is kind of wonky right now. =/
We’re already working on two fixes for Zombie Bears. The first is to address the issue where Zombie Bears are unable to attack targets on slopes. The second is to improve Zombie Bears pathing so they no longer get stuck (or stuck as often) on objects with which they shouldn’t have any collision.
These fixes are currently slated for 1.0.4, but may be implemented sooner.
WHEN DO WE GET PVP SIR?
PvP is currently scheduled to hit with the 1.1.0 patch. No date to share at this point, though.
When can my alt level past 13? next week sometime? Seriously, those of us actually TRYING to reroll after the insanely stupid nerfs to wiz/dh’s (IAS) so we can have fun in inferno again — CAN’T level past 13 because online purchases are now flagged as trial/beta accounts. Come on, what kind of an all-time low do you have to reach before anyone will apologize for any level of mistakes? =(
If you’re experiencing Starter Edition restrictions 72 hours after completing a digital purchase, you’ll want to contact customer support at your earliest convenience. Here’s a quick link for submitting a help ticket: http://us.battle.net/support/en/article/contact
Our representatives will be happy to able to assist you with this issue.
And finally, a big list of ideas for changes to the game at the end, just so you don’t have too negative an opinion of the wretched hive of scum and villainy that is the B.net forums.
First of all, I would like to state that I do thoroughly enjoy this game. I have been playing pretty much every day since launch, and I played almost every day that I was allowed to in Beta.
However, there are a few areas of this game that I feel can be made better. This is not a QQ post, and any unconstructive feedback given is not appreciated.
So without further ado, here goes.
I’ve often wondered many times over, why is Nephalem Valor restricted to only level 60 characters? After getting used to doing runs on my 60, I find it doesn’t feel very fun leveling a new character without it.
There’s such a huge gear disparity between Normal and Inferno. So why not have Nephalem Valor start at level 10? It doesn’t seem to actually hurt anything given 99% of the loot on the AH is level 60 or higher. Most of the lower level items sell very cheaply.
I for the most part don’t see how this is detrimental to gameplay to have Nephalem Valor be applicable for new toons. It’s the carrot on a stick if you will for motivating players to actually level.
So the crucible is this magical artifact that combines gems right? Well why not allow us to combine 2 gems of different stats?
Let’s say for instance I want a little bit of health and a main stat. Why can’t I combine 2 gems of different types into one? Wizard tanks might want a little bit of Dexterity mixed into their Intelligence or Health.
Or what if I wanted a little bit of Critical Damage Increase AND some Straight up Weapon Damage. Or a little percentage based health and some Magic Find thrown in.
I feel this will add some much needed depth to gemming choices and hopefully make gems feel a little more versatile.
I feel we also need a queue button for the jeweler. Upgrading tons of gems en masse gets quite tiring.
Low Level Item Sets
High level characters won’t care so much for this, but I feel it adds a lot of depth to the low level gaming experience. These sets don’t even have to be legendary in quality, they can just be regular Magic items as well. These sets can have a 2 or 3 set bonus that adds something even trivial, just the fact you’re completing a set makes it worthwhile for most players to look out for.
Sets don’t have to go beyond 2 or 3 pieces, but this will add lots of fun depth to low level gameplay.
Magic Find Revamp
Since it appears most players aren’t using this stat in their main gear, but only putting it on right before they kill something, why not disallow in combat gear switching? If a player is actively being chased, they should be considered in combat.
I feel this is really the only way you’re going to curb the magic find swapping.
Then I would create a new items slot for something like a relic. Much like every quiver has Increased Attack Speed, each relic can have a certain amount of magic find. Find out a normalized amount of magic find that a player might want then add that number to the relic slots.
These relics can be class specific and include things like extra arcane damage for Wizards, or increased fury regeneration for Barbarians ect… These would be a fun way to add a little bit of flair to your character.
I know this is a stolen idea, but why not allow our followers to act as our personal butlers? We can load them up with inventory and send them off to town to buy and sell stuff for us. This would add a fantastic amount of depth to the gameplay and allow you to get rid of junk without having to go back to town.
This has been said from the early stages of the Beta that we would like an in town Auctioneer. It’s not really fun to make us log out of our game just to post stuff on the Auction House. I would very much like to be able to buy or sell something without leaving the game.
I’m curious, why was this never added?
First off, I would like to say that I fully support the changes to repairs. However, I feel it’s also punishing those players who do not die.
Durability loss needs adjusted for casting spells / getting hit. There’s already a huge disparity between melee and ranged, but upping the repair costs is only going to hurt melee even more in the long run. (I’m saying this as a ranged player) I think someone mentioned before it cost them 40g per action? That’s really ludicrous and needs to be toned back. There’s no reason we should take a huge durability loss just from casting a single spell. I feel the durability loss value needs cut in half.
I would love it if I could have the ability to toggle the map in the corner, or hide the quest objectives. They really get in the way when I’m trying to target something on the right of my screen. Adding this feature would greatly help in gameplay.
I would also like the ability to adjust the transparency of my chat box. Sometimes when I’m in Caldeum it’s really difficult to see anything on the screen. The ability to adjust the transparency would help tremendously.
Adding a combat log to the game would help us astronomically. I understand not allowing us to use mods in the game because a recount type addon will completely destroy the spirit of Diablo.
However, being able to look at actual numbers would be great. I would love to know how much damage I’m taking, how much I’m dishing out, and really what I can do to maximize my character.
As an avid theorycrafter this feature would be awesome!
Suggestion by Kord
Instead of just flat out nerfing destructible objects, why not have an internal timer that’s applied whenever you kill an enemy. Let this timer last for say 2 – 5 minutes. Much like how Nephalem Valor expires, this will allow players to not be punished for destructible objects.
When this timer is applied, destructible objects will act like they did before the nerf. When the player is not actively killing monsters, destructible objects will be worthless. This way you’re still encouraging the player to actually play the game.
Suggestion by Prisus
Repair Shrines / Repair from Health Globes
With the changes to repair bills, you might also want to reward players who are actually playing the game.
In place of the experience shrines at level 60, you can replace them with repair shrines. These shrines will repair your gear by a certain percent. Let’s say 25%. This way, the player doesn’t feel punished for playing the game.
In addition to repair shrines, why not have health globes also have say a 1% chance to repair 25% of your gear? This will also help reward players for actually playing the game and make them very lucrative to pick up.
Suggestion from Yinz
IT’S A TRAP!
Whatever happened to the good old ARPG’s that had traps awaiting you at every turn?
Why not add a small chance for an elite to come out of a barrel?
Or even a resplendent chest might spring a freeze trap, a cloud of poisonous gas, or even contain bees?
Suggestion from Rhyse http://us.battle.net/d3/en/forum/topic/5888809975?page=2#36
Let’s face it, I know we want the game to remain a challenge, but some affix combinations are just ugly. Nothing sucks more than to be a Wizard and see a Jailer / Fire Chains / Vortex / Fast affix combination. There’s literally no escape.
What’s the solution? Group affixes into select categories for inferno. The 3 categories can be as follows.
Offense: Plagued, Desecrator, Mortar, Arcane, Fire Chains, Horde
Defense: Shielding, Knockback, Nightmarish, Electrified, Vampiric, Extra Health, Health Link, Invulnerable Minions
Mobility: Fast, Teleport, Jailer, Vortex, Waller (I’ve included the ones that affect the PC’s mobility as well)
The 4th ability can be chosen at random, and this will make certain affix combos that would be seemingly impossible quite possible. Less banging your head against your desk and more killing.
Idea sparked by Ian
An idea for not only an additional gold sink, but also for a way to allow players to customize their gear further, a randomly generated vendor could appear that allowed the option to roll for a chance to enchant an existing item with a randomized stat. This stat can be anything even including a socket!
Gear could be rigged to support only one random affix per item. You can pay a fee to remove the affix and roll again until you get the stat that you are looking for.
When enchanted items are placed on the AH, all enchants are removed from the item.
These are just a few changes that I think will make the game better in the long run. I really hope this is actually read by someone and not just thrown to the wayside. A CM response would be greatly appreciated.
Lylirra: Thank you for this compilation! While I’m unable to really comment on any of the suggested changes (save for one, below…sort of), please know that I’ve forwarded on this thread to our developers for review. Not only are the initial points of feedback constructive and detailed, but the ongoing discussion which has followed has been equally insightful.
If I can follow up on any of the suggestions at a later time, I will. In the meantime, please keep this discussion going. I’ll definitely be reading along.
With the changes to repair bills, you might also want to reward players who are actually playing the game.
On this point specifically, we’re looking to reduce the durability hit players take from normal wear-and-tear. We agree with players and feel that characters who never die shouldn’t be getting hit with a giant repair fee every couple of hours.
Wow, im kinda shocked they blue posted on this thread and not mine.
No need to be shocked. I simply hadn’t seen it yet (lots of threads to read this morning), but thank you for sharing a direct link. I’ll look it over as soon as possible.
Anybody actually read this far? I’m going to get some lunch and let my V and C keys rest a bit, personally.