I remember reading earlier that they were were lowering the health bonus on elite mobs when others join in your game, along with dulling down firechains damage, along with other changes. Now, after reading the buffs to the barbarian class, wich looks awesome to me, do they really need to decrease the difficulty on inferno? Seems like the class buff will already play a big part in making inferno more managable.
Thought?
p.s. I personally dont have a problem with inferno how it is. except for he enrage timers! BAH=p
With the LE-GEN-DA-RY and this barb previes (I use HoA, I'm a romantic), my only real concern is the nerfing of Inferno. Why now when the skills are being buffed?
Blizzard is delivering, at last...
They stated that they shouldn't have put inferno in... or at least the way they have designed the item hunt and inferno. They are basically just making it "another difficulty" and not an endgame tactic. I believe they announced they would be adding something new for end game... don't remember if that was in 1.0.4 or a future patch.
Exactly - Inferno's whole concept failed - Blizzard knows it.
It started as flat difficulty, somthing to provide a challange at all times
That didnt work
Then they made it just a stupidly (we doubled it!) over tuned 4th difficulty - all that did was highlight the games flaws (bad items, poor pacing for upgraded.. you name it, inferno made it more obvious and bad)
Now, they've basically brought inferno more in line with just another difficulty, nothing special about it except its the last one. Thats how it should be.
Now we all just need to wait while they plug in some kind of end game fun (Levels of excelence?)
They're on the right track though. Good job Bliz
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
I remember reading earlier that they were were lowering the health bonus on elite mobs when others join in your game, along with dulling down firechains damage, along with other changes. Now, after reading the buffs to the barbarian class, wich looks awesome to me, do they really need to decrease the difficulty on inferno? Seems like the class buff will already play a big part in making inferno more managable.
Thought?
p.s. I personally dont have a problem with inferno how it is. except for he enrage timers! BAH=p
I think from Blizzard's point of view, they aren't nerfing the game, they're fixing it.
1.) They felt Elite packs were too big of a jump in HP from the normal monsters so they ended up reducing elite HP and buffing normals. This was done to decrease the gap.
2.) They never said the damage on fire chains will be reduced. You are assuming that's the change they're doing. They said they are making some changes in regards to certain affixes. I hope what they mean by that is that they're reducing the "cheapness" of some of the abilities. They are clearly going that route with the nightmarish change and I expect fire chains to be similar. Maybe you'll be immune to fire chains while being vortexed into them or some other form of protection from cheap unavoidable deaths. It's very possible that the change is simply a damage nerf, but I don't think they've stated what it is yet. Most of the changes I have seen discussed was to eliminate the unfun gameplay that certain affixes create. They're trying to make the game more fun....
3.) We'll have to wait and see how big these buffs effect the game. It should be noted that current popular builds aren't changed so it's unknown if the new builds will be just as powerful or if they'll surpass them.
Agreed with everyone here; it's not a nerf so much as it is a fix.
Also remember that these buffs are simply bringing certain skills up to par. I play a barb and I use frenzy. There simply isn't a practical second option at this point. Frenzy gives me the best damage and increased attack speed (so LoH works best with this skill). Why would I use bash or cleave?
To be honest I don't particularly enjoy using frenzy. It's ok, but the ramp up time is slightly annoying and it doesn't give you that sense of "BARB SMASH" that I get from the other two. I prefer cleave, perhaps now I can go back to it. The point is that frenzy was already really powerful, this just brings the other two primaries in line.
Agreed with everyone here; it's not a nerf so much as it is a fix.
Also remember that these buffs are simply bringing certain skills up to par. I play a barb and I use frenzy. There simply isn't a practical second option at this point. Frenzy gives me the best damage and increased attack speed (so LoH works best with this skill). Why would I use bash or cleave?
To be honest I don't particularly enjoy using frenzy. It's ok, but the ramp up time is slightly annoying and it doesn't give you that sense of "BARB SMASH" that I get from the other two. I prefer cleave, perhaps now I can go back to it. The point is that frenzy was already really powerful, this just brings the other two primaries in line.
This is one thing I'm really looking forward to. Like you I prefer cleave, I used it in all my builds prior to needing the high single target DPS and LoH synergy. I'm hoping I can really make a strong two handed barb with cleave again, I miss that playstyle.
This is one thing I'm really looking forward to. Like you I prefer cleave, I used it in all my builds prior to needing the high single target DPS and LoH synergy. I'm hoping I can really make a strong two handed barb with cleave again, I miss that playstyle.
Me too I really dislike frenzy but its too good to pass up ATM.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
It seems to be a recurring misapprehension that Blizzard is buffing all classes across the board. They're not. The 1.04 skill rework is specifically to bring more (maybe even most?) skill in line with other skills, and to a lesser extent to bring underperforming classes in line with... well... non-WD classes
it is obvious really, alot of people quit, due to game being too difficult @ inerfno level, not mentioning act 3 cuz that was impossible for major part of population. lot of people quit, they want the "average joe" players back, in order for that to happen they need to make game more appealing to them instead of just hardcore diablo gamers.
Yeah, I don't know about that. First off I haven't seen any numbers from Blizzard telling us how many people are actually playing the game (if you have please link to your source). Secondly, it's not just that inferno was too hard, it is that the entire "progression" model was simply faulty. The design didn't work out, so they're backing away from it and going in another direction.
2.) They never said the damage on fire chains will be reduced. You are assuming that's the change they're doing. They said they are making some changes in regards to certain affixes. I hope what they mean by that is that they're reducing the "cheapness" of some of the abilities. They are clearly going that route with the nightmarish change and I expect fire chains to be similar. Maybe you'll be immune to fire chains while being vortexed into them or some other form of protection from cheap unavoidable deaths. It's very possible that the change is simply a damage nerf, but I don't think they've stated what it is yet. Most of the changes I have seen discussed was to eliminate the unfun gameplay that certain affixes create. They're trying to make the game more fun....
Actually, damage is the one thing they should change. Getting vortexed into fire chains would be a nice game mechanic if it wasn't insta-gib. Same thing with molten, simply overtuned. I wouldn't like it to be about avoiding damage affixes at all costs but rather face some situations, where you have to take it but can make it.
If I'd never get feared into molten or would chase fallen shamans with it, I wouldn't consider it more than an elite-marker.
I think it'll be fine, they've taken their time to test this it seems like, at least somewhat, still are I'd assume. So i don't see the buffs to classes and minor nerfs to Inferno being a gamebreaker where 50% of the people who bought the game are in Inferno. Pretty much everyone i know that's still playing is in Inferno by now anyways, maybe not completing it but they're running it. It's just a matter of time and effort.
it is obvious really, alot of people quit, due to game being too difficult @ inerfno level, not mentioning act 3 cuz that was impossible for major part of population. lot of people quit, they want the "average joe" players back, in order for that to happen they need to make game more appealing to them instead of just hardcore diablo gamers.
Yeah, I don't know about that. First off I haven't seen any numbers from Blizzard telling us how many people are actually playing the game (if you have please link to your source). Secondly, it's not just that inferno was too hard, it is that the entire "progression" model was simply faulty. The design didn't work out, so they're backing away from it and going in another direction.
Its pretty obvious fewer people are playing than before- empty friends lists, less than 500 public games, a little over 1 star on Amazon, the list goes on but really how many hidden footprints do you need. I agree with the second point- if hell was a bit harder and dropped Inferno appropriate gear and inferno difficulty was made more linear (but harder) I think people would be satisfied. I think a lot of "average joe" players are probably very good but they don't want to play with their wallet. The AH tycoons all made their money during the first month (when barrels still had loot/gold, exploits were plentiful and botting went on all day long)- good luck with that crap now, I've found level 55 loot that is better than supposed ilvl 63 loot. The economy is flat busted and ppl don't want to waste their time/money trying to compete in an unfinished endgame where there is no real reward for playing (seriously, most sane people will quit playing long before spending $250 on pixels to grow their epeen).
If they made loot more attainable and possibly increased the challenge of normal mobs a little while reducing the damage caused by elite affixes (especially in A3/A4) I think people would be happier with inferno. As it stands now they should have just named 'inferno' cashgrab or scam mode with most deaths due to low resist values, bad affix combos (so bad the guys who originally cleared it skipped nearly every elite in A3/A4), and uber terribad RNG- not lack of skill. Inferno isn't too hard or easy its just too imba in its present state. The old inferno felt like it was never tested or only tested with ranged classes and the new inferno feels pretty much the same with some nerfs to overall damage and IAS (As a barb, I had to laugh a bit when all the ranged classes started QQing about the nerfs, they weren't talking so big after they had to start stacking resist too)- I attribute these things more to terrible design than actual difficulty.
I think of the health reset thing to be more of an evener between co-op and single player.
Currently all you need is a bit of co-ordination on co-op to ensure the health doesn't reset.
Whereas in single player you run and pray.
I definitely feel the player base ebbing away, when I run co-op Act3 its usually late-night my time, (GMT +12).
I went from finding non-stop games over the past 3 months, to there being only 1-2 up at any given time.
You know there's only 1-2 up because you get a wait timer, and it keeps matching to the same player's game, even 20-30 mins later.
I can't say I care much for the "nerf" to inferno elites (they're already very very easy anyway, wont' make any difference just faster farming), but I can completely understand why they changed the way monster health scales in multi player.
Right now, with a 110% buff to a monster health for each additional player, there is absolutely no incentive for me to play with someone who does less damage than me. Hell, I'll only be willing to group up with people who do more than 110% of my damage. This means that, if eveyrone was strictly playing for efficiency, there will be 0 multi player groups.
The change to 75% means that I will be willing to group with people that do more than 75% of my damage without jeopardising my efficiency.
Then came huge inferno nerf and now inferno is really easy. Next patch they are buffing all the classes and nerfing inferno even more.. I don't understand all that "you must feel powerful" philosophy when there is nothing to do in the game lol..
Huh?
Please point me to anywhere where it says that Wizards (or any other class) are being "buffed" which would result in them doing more damage. The only "buffs" we're getting are to skills that are basically not being used. The fact that Blizzard is jacking up the damage to Rend and Arcane Torrent is almost immaterial. The only effect that is going to have is giving you more choices as to how to do similar amounts of damage - it's not going to make Wizards all suddenly do more damage and make the content uber easy.
The idea that the buffs that are going out will make Inferno any amount "easier" is silly.
the game is fairly easy right now and they are nerfing mobs(now you can brute force elite/champion packs cos no regen) ,buffing classes and legendaries..... at least they should raise damage from mobs to similar level when game came out
You must play a melee class.
The damage before 1.0.3 was RIDICULOUS for ranged classes. There was 0 incentive to get armor/all resist/vit because at best you could be 2-3 shot instead of 1 shot. It turned D3 into a game of "don't get hit"... ever. The damage nerf was the best thing that has happened to this game since launch. There's actually a reason to equip a shield as a WD now. What you suggest would completely ruin the game again for certain classes.
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Thought?
p.s. I personally dont have a problem with inferno how it is. except for he enrage timers! BAH=p
I think from Blizzard's point of view, they aren't nerfing the game, they're fixing it.
1.) They felt Elite packs were too big of a jump in HP from the normal monsters so they ended up reducing elite HP and buffing normals. This was done to decrease the gap.
2.) They never said the damage on fire chains will be reduced. You are assuming that's the change they're doing. They said they are making some changes in regards to certain affixes. I hope what they mean by that is that they're reducing the "cheapness" of some of the abilities. They are clearly going that route with the nightmarish change and I expect fire chains to be similar. Maybe you'll be immune to fire chains while being vortexed into them or some other form of protection from cheap unavoidable deaths. It's very possible that the change is simply a damage nerf, but I don't think they've stated what it is yet. Most of the changes I have seen discussed was to eliminate the unfun gameplay that certain affixes create. They're trying to make the game more fun....
3.) We'll have to wait and see how big these buffs effect the game. It should be noted that current popular builds aren't changed so it's unknown if the new builds will be just as powerful or if they'll surpass them.
Also remember that these buffs are simply bringing certain skills up to par. I play a barb and I use frenzy. There simply isn't a practical second option at this point. Frenzy gives me the best damage and increased attack speed (so LoH works best with this skill). Why would I use bash or cleave?
To be honest I don't particularly enjoy using frenzy. It's ok, but the ramp up time is slightly annoying and it doesn't give you that sense of "BARB SMASH" that I get from the other two. I prefer cleave, perhaps now I can go back to it. The point is that frenzy was already really powerful, this just brings the other two primaries in line.
This is one thing I'm really looking forward to. Like you I prefer cleave, I used it in all my builds prior to needing the high single target DPS and LoH synergy. I'm hoping I can really make a strong two handed barb with cleave again, I miss that playstyle.
Me too I really dislike frenzy but its too good to pass up ATM.
Yeah, I don't know about that. First off I haven't seen any numbers from Blizzard telling us how many people are actually playing the game (if you have please link to your source). Secondly, it's not just that inferno was too hard, it is that the entire "progression" model was simply faulty. The design didn't work out, so they're backing away from it and going in another direction.
Actually, damage is the one thing they should change. Getting vortexed into fire chains would be a nice game mechanic if it wasn't insta-gib. Same thing with molten, simply overtuned. I wouldn't like it to be about avoiding damage affixes at all costs but rather face some situations, where you have to take it but can make it.
If I'd never get feared into molten or would chase fallen shamans with it, I wouldn't consider it more than an elite-marker.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
And how do you know dead don't disagree on things? Just because all they say is "brainzzzz" doesn't mean they don't have different opinions
It's all in the inflection. Some are like "Brrrrrraains" and some are all like "Braaaaaiiiins"
Ahahahahahahahahahahahahahahaha
+1 for making me laugh so hard.
Its pretty obvious fewer people are playing than before- empty friends lists, less than 500 public games, a little over 1 star on Amazon, the list goes on but really how many hidden footprints do you need. I agree with the second point- if hell was a bit harder and dropped Inferno appropriate gear and inferno difficulty was made more linear (but harder) I think people would be satisfied. I think a lot of "average joe" players are probably very good but they don't want to play with their wallet. The AH tycoons all made their money during the first month (when barrels still had loot/gold, exploits were plentiful and botting went on all day long)- good luck with that crap now, I've found level 55 loot that is better than supposed ilvl 63 loot. The economy is flat busted and ppl don't want to waste their time/money trying to compete in an unfinished endgame where there is no real reward for playing (seriously, most sane people will quit playing long before spending $250 on pixels to grow their epeen).
If they made loot more attainable and possibly increased the challenge of normal mobs a little while reducing the damage caused by elite affixes (especially in A3/A4) I think people would be happier with inferno. As it stands now they should have just named 'inferno' cashgrab or scam mode with most deaths due to low resist values, bad affix combos (so bad the guys who originally cleared it skipped nearly every elite in A3/A4), and uber terribad RNG- not lack of skill. Inferno isn't too hard or easy its just too imba in its present state. The old inferno felt like it was never tested or only tested with ranged classes and the new inferno feels pretty much the same with some nerfs to overall damage and IAS (As a barb, I had to laugh a bit when all the ranged classes started QQing about the nerfs, they weren't talking so big after they had to start stacking resist too)- I attribute these things more to terrible design than actual difficulty.
Currently all you need is a bit of co-ordination on co-op to ensure the health doesn't reset.
Whereas in single player you run and pray.
I definitely feel the player base ebbing away, when I run co-op Act3 its usually late-night my time, (GMT +12).
I went from finding non-stop games over the past 3 months, to there being only 1-2 up at any given time.
You know there's only 1-2 up because you get a wait timer, and it keeps matching to the same player's game, even 20-30 mins later.
Right now, with a 110% buff to a monster health for each additional player, there is absolutely no incentive for me to play with someone who does less damage than me. Hell, I'll only be willing to group up with people who do more than 110% of my damage. This means that, if eveyrone was strictly playing for efficiency, there will be 0 multi player groups.
The change to 75% means that I will be willing to group with people that do more than 75% of my damage without jeopardising my efficiency.
Huh?
Please point me to anywhere where it says that Wizards (or any other class) are being "buffed" which would result in them doing more damage. The only "buffs" we're getting are to skills that are basically not being used. The fact that Blizzard is jacking up the damage to Rend and Arcane Torrent is almost immaterial. The only effect that is going to have is giving you more choices as to how to do similar amounts of damage - it's not going to make Wizards all suddenly do more damage and make the content uber easy.
The idea that the buffs that are going out will make Inferno any amount "easier" is silly.
You must play a melee class.
The damage before 1.0.3 was RIDICULOUS for ranged classes. There was 0 incentive to get armor/all resist/vit because at best you could be 2-3 shot instead of 1 shot. It turned D3 into a game of "don't get hit"... ever. The damage nerf was the best thing that has happened to this game since launch. There's actually a reason to equip a shield as a WD now. What you suggest would completely ruin the game again for certain classes.