#1 - 2012/06/21 01:08:00 PMBashiok and other CMs, I would like a moment of your time.
I have enjoyed the Diablo series since the first as well as many other blizzard games. I point this out because I want to express where the following post is coming from and that I don’t want anything to be taken with a drop of venom that the forums has been oozing over the last few days. These are all genuine concerns that I would like to talk about.
First off I would like to thank the blizzard team for making a decent follow up to the Diablo franchise. I have over 300 hours logged on my main Dhunter and considering the play value of most games that are released these days I certainly have gotten my moneys worth. Now to the questions.
In no particular order of importance;
1) Champion packs over Bosses – I understand why you want to push people to fight champion packs. In Diablo 2 they were almost entirely avoided for the sake of getting to the bosses faster for better loot. However you must realize that MANY people find boss fights more entertaining? It also goes against the logic of some random monster is more dangerous than the greatest battle commander in all of the burning hells! Why is blizzard adamant that players avoid bosses and fight champion mobs when the outcry (for the most part) is the opposite?
2) Valor buff. Diablo 3 was advertised as having a wide variety of skills that can be swapped in and out at any time, even in battle (with a small delay for use). This allowed greater variety in the abilities that champion mobs could have and provide greater challenges for the player. You also then provided a Valor buff that is supposed to encourage players to kill more champion packs. But oddly you choose to have the valor buffs be removed if the player changes their skills (or even moves a skill on the hot bar from one position to another). This goes against the entire design of the buff and the goal of having players kill as many champion packs as possible, Why was this decision made and with what logic?
3) The IAS nerf was handled poorly in my opinion. I completely understand WHY the nerf was needed and probably agree with the logic that it needed to be changed. However HOW it was handled was a dropped ball. I believe that the best way to handle the situation was to bring in either diminishing returns or a hard cap (like run speed) that a player cannot go over. This allows people to still gain value from their RMAH purchases without feeling ripped off and also discourages people from stacking the stat over other stats which you want to be a greater focus for the character. It also maintains value in the IAS items for future sales. Why was the IAS nerf not handled in this manner?
4) lackluster skills. Nether tentacles. Fix, bug, nerf or whatever you want to call it was probably deserved and required. However I have a design question based around the outcome of this change. If a skill is changed, updated or fixed to a point where not a single player wants to use that skill anymore wouldn’t that be a bad change or too drastic? Will further skill changes(give wiz tornadoes love) be in the near future to give people more options than just pick the next best skill available?(my hopes are to have several options of equal strength, currently I don’t feel that way with the DH setup)
5) The pots/breakables Magic find nerf. It seems from the players standpoint that this is an odd change. Nobody that I saw was complaining about having to put on magic gear to maximize their chances and opportunities with pots and breakables. Yet the reasoning given was that you felt it was unfun for the players. Can you elaborate a bit more on this as I feel the players think differently.
6) Stat stacking. It was mentioned that blizzard does not want players to stack stats in a way that they feel it is a must skill over the base stats such as Dex or Str or Vit. If that is true, why do barbarians and monks (and probably everyone else now after the current changes) have to stack resist all up to ridiculous levels just in order to survive?
7) IAS Side effects. The IAS nerf has had a few side effects which I am not sure were considered in the process. Monks and some barb builds relied on IAS to provide adequate healing through either leech or on hit healing abilities. However with the IAS nerf many are finding that this is no longer a viable path. Is there anything being done internally to consider this unintended consequence?
8) The repair cost increase I believe is also a fair change; however the unfair part of this change was to the wear and tear of doing battle. Now I know that it has already been stated that this is being looked at for an update, are you able to share any reduction values or ranges that are being considered internally? (ex. 50%, 75%...)
9) When are WD’s going to get some love?
10) Boss over tuning. In the recent patch there was significant changes done to some boss fights. However there appears to be a bit of over tuning done in a few cases (in others much needed difficulty improvements). In two cases, Seigebreaker and Cydea however there appears to be a bit of excess difficulty added to the point that in most cases the fights are impossible(for some classes). In seigebreakers case the addition of dmg reflect with a short enrage timer makes him quite the fight to handle on ones own. Cydea has had her little spiders amped up in an insidious way where they spread out and virtually refuse to attack or follow the player unless he/she goes near them. This causes the player to have to fight through them to get back to cydea, however once enough spiders are killed cydea auto jumps off the screen and spawns more spiders. Essentially making the fight a burn her down before she jumps or you lose fight. Are any hot fixes or minor updates being planed to fine tune these updates or do you feel that the current difficulty is appropriate?
11) Favourite snack while playing? I love me some fuzzy peaches
12) The quitters. Many of my friends who played the game have found the recent patch changes to create an unfun atmosphere within the game. They have recently stopped playing entirely in some cases and in others have become frustrated and play much less. While I respect that this is “your game” and you will present the vision that your team has come up with. Are any considerations being made to the players who recently disliked the changes?
13) GAH. 13 is my lucky number so this will be the last question. Due to the recent changes and increase cost of playing the game (gold wise) players have to maximize their income to offset these changes. One of the major ways players make money is through the gold auction house. Is there any consideration being made to increasing the limit of 10 items per account that can be up for sale to help compensate for this increase in costs?
Thank you for your time, some of us really do appreciate your efforts put into the community even if we don’t always express it directly.