Normal => 1-30 (1 affix)
Nightmare => 30-60 (2 affixes in Act 1-2, 3 affixes on Act 3-4)
Hell => 60+ (Current Inferno difficulty, 4 affixes)
Inferno => 60+
In this rebalanced difficulty, Normal stays the same while Nightmare will get progressively harder. It starts with 2 affixes on elites, and finishes with 3 affixes. Hell will become the current Inferno, meaning that monsters can drop all items on MP1 and higher. Inferno will be much harder than Hell. It is not intended for farming. You can farm in Hell difficulty already. Inferno monsters will not grant any more XP, loots, rewards or anything compared to Hell.
In this "New Inferno", monsters become stronger:
=> Damage reduction (You deal less damage, meaning that LS is less efficient) on monsters. The higher the MP, the more DMR they have.
=> Crowd control resistant. They are not immune to CC, but perma-freezing is rendered near impossible on bosses. Increases with MP.
=> Healing is nerfed (LoH, LpSS, LR, etc). Reduction is further increased as you up the MP.
=> Upon the death of a player, nearby monsters will recover a portion of their HP.
=> Slight damage and HP increase as you up the MP.
=> New BoA Dyes upon completing Inferno on different MP. It could be an aura, wings, or something else.
=> Death penalty when dying in Inferno. Be prepared or go back home crying. Gear could instantly break upon death, meaning that you can still revive teammates during boss battle, but they will become useless except for some CC.
*** Added section***
During the interview, the devs said that the destination is more appealing than the journey. Well, with this, the journey is a bit shorter (By the end of Nightmare, you'll be level 60). You can farm Hell for loots and proceed to Inferno once you are truly well geared. You now have a reason to farm. There's a reward for completing Inferno on each MP.
Teaming up is a decent strategy, but if a teammate falls in battle, it could be the beginning of the end. Monsters (including Bosses) will recover a portion of their HP. They become practically useless for the rest of the fight. Whether you solo or team up to complete Inferno is up to you.
I would love to have the pre 1.03 game difficulty with the items we have today.
That was a real challenge, but the players were not ready back then. If I were blizzard, I would have started with the difficulty as we have it now, and patched my way to pre 1.03 difficulty over time when the players gear gets better.
But I dont htink we will see the game getting harder. Blizzard has not done that in WoW in the last 5 years, and not in D3 either.
I'd rather they upped the damage from mobs, making defensive talents more important. Damage and healing penalties does not sit well with the community as they'll be feeling they're being "cheated" of dps. CC reduction was so extreme that is wasn't viable using cc..you used whatever defensive aura/cooldowns you had..and skipped traps etc. They need to adjust some stuff that clearly is broken atm (wizard frost cc and whirlwind/berserker spec in particular). They need to make more longterm goals aswell..i loved the idea of a bonus for each new legendary you looted for instance.
I guess their biggest mistake was to nerf inferno back when everyone were so undergeared. They should have buffed the loot on Hell difficulty instead :\
I really enjoy this idea. I think it would make the end game not only more challenging, but much more rewarding in an accomplishment sense. I agree that running through hell for my third time is rather boring. I did it happily on my first character, willingly on my second and now reluctantly on my third. Hell mode to me at this point is a wasted space. They could vastly improve the drops and pacing so that it could be a farm zone, while inferno could truly be end game just as they said they wanted. It's kind of disappointing to see that inferno MP5- was a joke to my wizard until i gave my gear to my friend.
For the inferno completion items I think you should get a valuable item every time you complete it, not necessarily wings or aesthetic items but real valuable items that can translate into a useful or sell-able item 100% of the time. For instance on MP1 you could get a rare dye that is only attainable through completion of MP1, then on MP2 the reward is 1 of 10 wings you can collect by beating MP2 each one with a bonus property such as 25% MF or +50 STR or some other type of stat that is useful. Mp3 could give you one rare Jewel or Gem that is of a new type such as diamond or onyx that can boost something new, then finally when you reach MP10 you are 100% guarenteed a Legendary item no BOA perfectly usable, hopefully, after loot 2.0 and if it doesn't suit your character you can sell it out for a good profit. Of course MP10 Inferno would be fucking deadly I'm talking about a half hour long fight to maybe an hour with Diablo and he has massive CC and Damage reduction and you and your buddies have to find a way to survive and kick the shit out of him. It has to be super challenging but at some point do-able. This should have been end game all along, a giant reward for a very challenging thing, something that took serious time to work for, but instead they nerfed inferno for the sake of everyone being under geared. Should've said this was the point you have to farm and then just up the useful drops in Hell A4... So sad really. I hope loot 2.0 is worth it they really need to introduce a lot of good mechanics for items. Complete sets need to be viable have that full set bonus and for god sakes make innas measly .33 Spirit per second something like 3 or 5... and that god awful tal's set needs to be bumped like crazy
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I would love to have the pre 1.03 game difficulty with the items we have today.
That was a real challenge, but the players were not ready back then. If I were blizzard, I would have started with the difficulty as we have it now, and patched my way to pre 1.03 difficulty over time when the players gear gets better.
But I dont htink we will see the game getting harder. Blizzard has not done that in WoW in the last 5 years, and not in D3 either.
I didn't play WoW, but the idea of "extremely" challenging content is something that a Subcription based game can't afford. They want more people to play and if they can't progress, they will end up leaving earlier.
Diablo is a bit different though. Having harder but optional content would be beneficial for the game. Some people might even spend $ on the RMAH to buy items for it.
We farm items to be more efficient to farm more items. That's fine... that's what Diablo is about. We can also farm items for PvP, but I'm not a big fan of PvP. I would love to other more reasons to farm items. If there was an endless dungeon, challening instances in the Arena or a harder Inferno, it would give me more reason to improve my items.
I'd rather they upped the damage from mobs, making defensive talents more important. Damage and healing penalties does not sit well with the community as they'll be feeling they're being "cheated" of dps. CC reduction was so extreme that is wasn't viable using cc..you used whatever defensive aura/cooldowns you had..and skipped traps etc. They need to adjust some stuff that clearly is broken atm (wizard frost cc and whirlwind/berserker spec in particular). They need to make more longterm goals aswell..i loved the idea of a bonus for each new legendary you looted for instance.
If they keep upping damage, it would only force people to build like a melee character. Glass cannon should be a viable option on higher MP.
If they up damage, it would only serve to punish more squishy characters. People can still facetank. If they lower Healing, but the damage stays similar, melee characters should not notice a huge difference (compared to the upped damage) while more squishy characters won't get 1-shot. For example... instead of taking 7500 damage per hit and healing back 5000 HP, you would take 5000 damage and heal back 2500. (Random numbers).
The end result is that you take less damage, but you also heal less HP. For range characters, they are less punished for taking a hit.
The Crowd Control reduction cap is currently at 65% on Inferno I think. On Inferno MP0, CCR is capped at 67.5% and MP10 is capped at 92.5 % (2.5% increase every time).
Crowd control is still very viable in moderation, but spamming CC will no longer work on higher MP.
I really enjoy this idea. I think it would make the end game not only more challenging, but much more rewarding in an accomplishment sense. I agree that running through hell for my third time is rather boring. I did it happily on my first character, willingly on my second and now reluctantly on my third. Hell mode to me at this point is a wasted space. They could vastly improve the drops and pacing so that it could be a farm zone, while inferno could truly be end game just as they said they wanted. It's kind of disappointing to see that inferno MP5- was a joke to my wizard until i gave my gear to my friend.
For the inferno completion items I think you should get a valuable item every time you complete it, not necessarily wings or aesthetic items but real valuable items that can translate into a useful or sell-able item 100% of the time. For instance on MP1 you could get a rare dye that is only attainable through completion of MP1, then on MP2 the reward is 1 of 10 wings you can collect by beating MP2 each one with a bonus property such as 25% MF or +50 STR or some other type of stat that is useful. Mp3 could give you one rare Jewel or Gem that is of a new type such as diamond or onyx that can boost something new, then finally when you reach MP10 you are 100% guarenteed a Legendary item no BOA perfectly usable, hopefully, after loot 2.0 and if it doesn't suit your character you can sell it out for a good profit. Of course MP10 Inferno would be fucking deadly I'm talking about a half hour long fight to maybe an hour with Diablo and he has massive CC and Damage reduction and you and your buddies have to find a way to survive and kick the shit out of him. It has to be super challenging but at some point do-able. This should have been end game all along, a giant reward for a very challenging thing, something that took serious time to work for, but instead they nerfed inferno for the sake of everyone being under geared. Should've said this was the point you have to farm and then just up the useful drops in Hell A4... So sad really. I hope loot 2.0 is worth it they really need to introduce a lot of good mechanics for items. Complete sets need to be viable have that full set bonus and for god sakes make innas measly .33 Spirit per second something like 3 or 5... and that god awful tal's set needs to be bumped like crazy
I don't know about the sell-able part. It's a challenge you do. People should not feel forced to do it --- that's why it's only cosmetic. It is a sign of power. I'm thinking about BoC. It's sort of a bragging right. If you join a Hell game and you have that "MP10 dye", people are going to be impressed, especially if it's in HC. Since it's Bound on Character, it's a proof that this character did it.
Again, I'm very hesitant about adding real reward. This is what killed old Inferno in a way. People who were not ready for it felt forced to play it anyway because there's where the best item dropped. We must not make the same mistake.
I guess their biggest mistake was to nerf inferno back when everyone were so undergeared. They should have buffed the loot on Hell difficulty instead :\
they couldve also just let the act 3/4 loot drop in act 1 and 2 too. that was the biggest problem imo, to progress you needed gear you couldn't find yet.
I feel that Inferno item should have dropped in Hell Act 3-4. People don't really like to farm areas that drop inferior items.
With my changes, "Inferno items" are going to start dropping in Nightmare act 3-4 (I would love to make it start dropping in Act 1 too, but much lower %. In Diablo 2, I loved finding a good item I couldn't use yet. It made leveling that much more exciting). I would make Hell MP0 drop ilvl63 items as well. You can also "check" for "Horde" (current increased density) for Normal and Nightmare difficulty.
Normal => 1-30 (1 affix)
Nightmare => 30-50 (2 affixes)
Hell => 50-60 (3 affixes)
Inferno => 60+ (4 affixes)
Normal => 1-30 (1 affix)
Nightmare => 30-60 (2 affixes in Act 1-2, 3 affixes on Act 3-4)
Hell => 60+ (Current Inferno difficulty, 4 affixes)
Inferno => 60+
In this rebalanced difficulty, Normal stays the same while Nightmare will get progressively harder. It starts with 2 affixes on elites, and finishes with 3 affixes. Hell will become the current Inferno, meaning that monsters can drop all items on MP1 and higher. Inferno will be much harder than Hell. It is not intended for farming. You can farm in Hell difficulty already. Inferno monsters will not grant any more XP, loots, rewards or anything compared to Hell.
In this "New Inferno", monsters become stronger:
=> Damage reduction (You deal less damage, meaning that LS is less efficient) on monsters. The higher the MP, the more DMR they have.
=> Crowd control resistant. They are not immune to CC, but perma-freezing is rendered near impossible on bosses. Increases with MP.
=> Healing is nerfed (LoH, LpSS, LR, etc). Reduction is further increased as you up the MP.
=> Upon the death of a player, nearby monsters will recover a portion of their HP.
=> Slight damage and HP increase as you up the MP.
=> New BoA Dyes upon completing Inferno on different MP. It could be an aura, wings, or something else.
=> Death penalty when dying in Inferno. Be prepared or go back home crying. Gear could instantly break upon death, meaning that you can still revive teammates during boss battle, but they will become useless except for some CC.
*** Added section***
During the interview, the devs said that the destination is more appealing than the journey. Well, with this, the journey is a bit shorter (By the end of Nightmare, you'll be level 60). You can farm Hell for loots and proceed to Inferno once you are truly well geared. You now have a reason to farm. There's a reward for completing Inferno on each MP.
Teaming up is a decent strategy, but if a teammate falls in battle, it could be the beginning of the end. Monsters (including Bosses) will recover a portion of their HP. They become practically useless for the rest of the fight. Whether you solo or team up to complete Inferno is up to you.
That was a real challenge, but the players were not ready back then. If I were blizzard, I would have started with the difficulty as we have it now, and patched my way to pre 1.03 difficulty over time when the players gear gets better.
But I dont htink we will see the game getting harder. Blizzard has not done that in WoW in the last 5 years, and not in D3 either.
http://eu.battle.net/d3/en/profile/Twoflower-2131/hero/47336841
For the inferno completion items I think you should get a valuable item every time you complete it, not necessarily wings or aesthetic items but real valuable items that can translate into a useful or sell-able item 100% of the time. For instance on MP1 you could get a rare dye that is only attainable through completion of MP1, then on MP2 the reward is 1 of 10 wings you can collect by beating MP2 each one with a bonus property such as 25% MF or +50 STR or some other type of stat that is useful. Mp3 could give you one rare Jewel or Gem that is of a new type such as diamond or onyx that can boost something new, then finally when you reach MP10 you are 100% guarenteed a Legendary item no BOA perfectly usable, hopefully, after loot 2.0 and if it doesn't suit your character you can sell it out for a good profit. Of course MP10 Inferno would be fucking deadly I'm talking about a half hour long fight to maybe an hour with Diablo and he has massive CC and Damage reduction and you and your buddies have to find a way to survive and kick the shit out of him. It has to be super challenging but at some point do-able. This should have been end game all along, a giant reward for a very challenging thing, something that took serious time to work for, but instead they nerfed inferno for the sake of everyone being under geared. Should've said this was the point you have to farm and then just up the useful drops in Hell A4... So sad really. I hope loot 2.0 is worth it they really need to introduce a lot of good mechanics for items. Complete sets need to be viable have that full set bonus and for god sakes make innas measly .33 Spirit per second something like 3 or 5... and that god awful tal's set needs to be bumped like crazy
I didn't play WoW, but the idea of "extremely" challenging content is something that a Subcription based game can't afford. They want more people to play and if they can't progress, they will end up leaving earlier.
Diablo is a bit different though. Having harder but optional content would be beneficial for the game. Some people might even spend $ on the RMAH to buy items for it.
We farm items to be more efficient to farm more items. That's fine... that's what Diablo is about. We can also farm items for PvP, but I'm not a big fan of PvP. I would love to other more reasons to farm items. If there was an endless dungeon, challening instances in the Arena or a harder Inferno, it would give me more reason to improve my items.
If they keep upping damage, it would only force people to build like a melee character. Glass cannon should be a viable option on higher MP.
If they up damage, it would only serve to punish more squishy characters. People can still facetank. If they lower Healing, but the damage stays similar, melee characters should not notice a huge difference (compared to the upped damage) while more squishy characters won't get 1-shot. For example... instead of taking 7500 damage per hit and healing back 5000 HP, you would take 5000 damage and heal back 2500. (Random numbers).
The end result is that you take less damage, but you also heal less HP. For range characters, they are less punished for taking a hit.
The Crowd Control reduction cap is currently at 65% on Inferno I think. On Inferno MP0, CCR is capped at 67.5% and MP10 is capped at 92.5 % (2.5% increase every time).
Crowd control is still very viable in moderation, but spamming CC will no longer work on higher MP.
I don't know about the sell-able part. It's a challenge you do. People should not feel forced to do it --- that's why it's only cosmetic. It is a sign of power. I'm thinking about BoC. It's sort of a bragging right. If you join a Hell game and you have that "MP10 dye", people are going to be impressed, especially if it's in HC. Since it's Bound on Character, it's a proof that this character did it.
Again, I'm very hesitant about adding real reward. This is what killed old Inferno in a way. People who were not ready for it felt forced to play it anyway because there's where the best item dropped. We must not make the same mistake.
I feel that Inferno item should have dropped in Hell Act 3-4. People don't really like to farm areas that drop inferior items.
With my changes, "Inferno items" are going to start dropping in Nightmare act 3-4 (I would love to make it start dropping in Act 1 too, but much lower %. In Diablo 2, I loved finding a good item I couldn't use yet. It made leveling that much more exciting). I would make Hell MP0 drop ilvl63 items as well. You can also "check" for "Horde" (current increased density) for Normal and Nightmare difficulty.
Apply: Immune to fire, poison, ice, lightning, arcane, crit damage. crowd control and physical.
This games need some serious re-thinking. First they need to get rid of all the game devs that make no sense.
Ya, the game devs who who think BOA and sharagon lvls are needed... GTFO!...lol