Well first of all, damage and health will not scale at the same rate, it would more likely be something like +20%hp/5%dmg per level.
And personally I'm bored as fuck with act III, I will be turning the difficulty way up and going back to Act I and II to get my better loot with a different scenery. My gear is pretty good and I will only die maybe once in a long day of farming (like 10+ hours of gameplay), so I intend to start around ML 6 or so and turn it up from there based on how that goes. It will also depend on the droprates, if the reward does not fit the increase of difficulty, its unlikely i'll be turning the difficulty up to max. Just cuz its doable doesn't mean it will be worthwhile to farm at that difficulty.
I'll turn it up to 10 right off the bat, just for the lulz. Then I'll probably run level 2 or something reasonable. Maybe even level 1 just so I can enjoy not using Energy Armor for a while. Though, hopefully it works out at level 2 also, depending on how monster adjustments pan out.
I can handle any amount of extra health (although it may not be efficient depending on how much better the loot is) but anything more than ~50% more dmg is going to be very problematic for just about everyone. Once you reach the point where you don't die except very rare circumstances you usually ignore getting more defenses and just go for more dps. Getting a little bit more effective health isn't that difficult (even if it just means regemming for vit) but getting enough to deal with 200% more incoming dmg is very difficult.
Increasing mob health is actually going to be a huge buff for blender barbs because the faster you kill them the less chance you get to gain fury.
I plan on pushing the monster level to max in Act 3 just to see how I do. If the rewards are better, by all means, I'll do it even if I die 10x more per run.
Increasing mob health is actually going to be a huge buff for blender barbs because the faster you kill them the less chance you get to gain fury.
So true m8, i m having huge fury probs on trash cause they simply die so fast, i made the same thought that some more hp at the mobs would be much better for ww barbs!!!
I ll prob start with lvl 10 and going down till i find something that i can farm efficiently.
+1 have to down tune my barb to balance fury generation, only doing 45kish unbuffed dps but 500% crit dmg means most trash mobs can't take even one crit. Gonna go for lvl 10 right off and retune/make upgrades as needed. I can already handle 4p public games solo fairly easily so the extra difficulty should be fun, even if it kills me at first.
I'm under the assumption that each level will add an extra 10% to total health and damage. So, in essence, ML 10 would be double damage and double health.
If we're just talking Inferno, I don't think I would be scaling up very much. I would probably scale up a bit more for things like Act 1, but scale back down for things like Act 3. I'm looking at Act 3 as probably a ML 3 to start, if my previous assumption on how much it adds ends up being correct.
However, for things like normal and nightmare, I'll be going at least double that. It will be nice to have the extra challenge even in the lower level ranges. That should make the experience of leveling less boring.
well im guessing 25%/25% per monster level for now.
monster level 10 has got to be at least as hard as 4 player right?
also monsters double in health every act, so I figure the difficulty change has to at least boost things by a few acts.
Wait a sec - so level 0 will be the current level we are playing now ?
I was wondering the same thing as I could have sworn that they stated the monster level would also allow you to make the game easier as well as harder.
What is interesting, from a WD point-of-view, is that bosses suddenly become the challenge again at high power levels. Damage past a certain point becomes ignorable to the Zombie Dogs and Garg, and anyone who is alert can deal with most ranged damage affixes regardless of EHP. The only real threats are teleporters and mobs which emulate that affix themselves (notably Phasebeasts), and any situation where your wall can be overrun or ignored.
Monster HP and damage will not scale at the same rate, look at how it scaled with additional players (before all the nerfs), it was 5% dmg/75% hp and scaled upwards from there depending on the difficulty. A 100% increase in monster damage would result in most players getting 1-2 shot, especially on ranged classes. I would be surprised if monster damage got anywhere near that high at ML 10. HP on the other hand, I can see getting quite high as I can solo 4 player mobs currently very easily. With zerk a 4 player elite pack goes down in about 15-25 seconds for me depending on the kind of mob, and that's at 225% extra hp.
My guess ist that it will be around 10%/40% dmg/hp increase per monster lvl, so that if lvl 2 is as inferno is currently, lvl 10 will be a 80%/320% dmg/hp increase, which should be quite the challenge for all but the best equipped.
Which should be nearly impossible for all and really challenging for the best equipped is my hope!
OT: I'm gonna roll with 1 monster power until I feel comfortable (probably a few months due to me playing hardcore! xD)
When they release the numbers I'll have to run some numbers and see if the rewards are worth the slower kills. Since I can already carry a 4 man team pretty easily, I don't think it will be too hard but it may be too slow to be worth cranking the monster levels up high enough.
I can't wait to see the real numbers, it's too hard to say one way or the other until then.
Monster HP and damage will not scale at the same rate, look at how it scaled with additional players (before all the nerfs), it was 5% dmg/75% hp and scaled upwards from there depending on the difficulty. A 100% increase in monster damage would result in most players getting 1-2 shot, especially on ranged classes. I would be surprised if monster damage got anywhere near that high at ML 10. HP on the other hand, I can see getting quite high as I can solo 4 player mobs currently very easily. With zerk a 4 player elite pack goes down in about 15-25 seconds for me depending on the kind of mob, and that's at 225% extra hp.
i thought it used to scale 75%/75% to 75%/110% on inferno, roughly the same amount of damage increased as hp increased.
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but we dont know how much health and damage monsters will get for each level.
How much do you think you are ready to handle?
lets say Act III for now.
do you think you could handle +100% enemy health and damage?
maybe +200% health and damage?
And personally I'm bored as fuck with act III, I will be turning the difficulty way up and going back to Act I and II to get my better loot with a different scenery. My gear is pretty good and I will only die maybe once in a long day of farming (like 10+ hours of gameplay), so I intend to start around ML 6 or so and turn it up from there based on how that goes. It will also depend on the droprates, if the reward does not fit the increase of difficulty, its unlikely i'll be turning the difficulty up to max. Just cuz its doable doesn't mean it will be worthwhile to farm at that difficulty.
Increasing mob health is actually going to be a huge buff for blender barbs because the faster you kill them the less chance you get to gain fury.
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If we're just talking Inferno, I don't think I would be scaling up very much. I would probably scale up a bit more for things like Act 1, but scale back down for things like Act 3. I'm looking at Act 3 as probably a ML 3 to start, if my previous assumption on how much it adds ends up being correct.
However, for things like normal and nightmare, I'll be going at least double that. It will be nice to have the extra challenge even in the lower level ranges. That should make the experience of leveling less boring.
monster level 10 has got to be at least as hard as 4 player right?
also monsters double in health every act, so I figure the difficulty change has to at least boost things by a few acts.
Yea, i'm startin at 10 with my buddies. It's gonna be a blast =D
I was wondering the same thing as I could have sworn that they stated the monster level would also allow you to make the game easier as well as harder.
Which should be nearly impossible for all and really challenging for the best equipped is my hope!
OT: I'm gonna roll with 1 monster power until I feel comfortable (probably a few months due to me playing hardcore! xD)
I can't wait to see the real numbers, it's too hard to say one way or the other until then.