1) We're looking to redesign how the Reflects Damage affix works, as well as make it so that pet damage will no longer reflect back on the player. I went into a bit more detail here. (I believe the buff while active will have some sort of visual indicator, too.)
2) After seeing a number of posts from players about RD dealing what they felt to be TOO much damage (especially from minions), we did some additional testing and discovered that Rare minions with the affix were in fact doing more damage than intended. This is an issue we have scheduled to fix in an upcoming patch.
I'm not sure if these points would change your opinions at all on the subject, but I felt the information was worth pointing out.
Please don't take offense to this CM, but why was this stuff not tested? Why has it taken this long after release for the devs to acknowledge problems or unbalances like this?
Which stuff specifically? The dynamics for RD really only changed with 1.0.5 (for the reasons I talked about in the post I linked + the reduction to defensive bonuses), and I believe the bug is pretty new as well.
Lylirra, when you said "pets", does this include the Demon Hunter's Sentries and Wizard's Hydra?
(You should totally read the post I liked and my follow ups in the thread! Just click the little "BLIZZ" icon and it'll take you through each of my replies.)
I personally have no problem with the way it is now but if it had been tested it could have been polished a bit better then it is now.
We were honestly pretty happy with the way RD functioned prior to 1.0.5, and thought it was in a good place in terms of balance. That changed, of course, whenever we implemented Monster Power and reduced defensive bonuses in 1.0.5. After reviewing player feedback post-patch and reexamining the affix as a whole, we decided that it could use some improvements. Overall, we think the affix will be much more manageable (if not potentially more enjoyable) as a result. That doesn't mean our earlier opinion was wrong, though, it just existed under a different set of conditions.
Thanks for the feedback it's much appreciated. I will be the first to come out and admit I jumped the gun on my first post and did not spend enough effort on actually taking a look at the difference and changes that came in 1.0.5 for that I was wrong and apologize for my spur of the moment post especially about the devs. I guess we all just expect beyond perfect because that's what Blizzard has always delivered but along the journey we failed and forgot to realize we are all just humans and mistakes still happen every so often. Even though RD is not a huge problem atm or game breaking it's nice to see you guys & gals acknowledging and willing to still fix or work upon very small problems also.
Like I said before I'm overly excited for the pet rework for all classes it will make encountering RD packs more enjoyable for any class that uses pets. Can't wait to see what other slight changes will come regarding RD.
Thank you so much. Waking up to see this post gave me very much relief. I was tired of arguing with forum trolls who say reflects damage is "working as intended" when it is obviously not. Your revisions to reflects damage that you mentioned are very welcomed and I am extremely grateful.
Sure thing! I'm afraid I don't have much more information than that for you at the moment, though.
So what you're telling us is that you never even looked into RD?
No. That's not even remotely what I'm telling you. =/
LOLOLOLOL How many times did you CM's comment on RD posts saying that it is working as intended completely undermining everyone who complained about it and NOW you admit THE ENTIRE COMMUNITY WAS RIGHT after telling us all off multiple times?!?!?!?! WOW. #CMfail. This community should be in uproar over this, as this is COMPLETELY RIDICULOUS.
I'm not aware of us ever being that aggressive honestly. Though, it's certainly possible that we've said things like "we're not aware of any issues" or "we believe that the affix is in a good place at the moment" (though the latter was probably something we said pre-1.0.5, when the bug wasn't active).
If we were vehement at any point post-1.0.5, then we were wrong and made a mistake. We hope that the bug fix in tandem with the changes we have planned for the affix will improve your experience and hopefully make encounters with RD more manageable and/or enjoyable.
The thing is, the problem with RD was reported by several players even in the PTR, it took more than a month after live to the team figure out that it was actually wrong, now they admited, wich is nice since most of the bad things in this game dont even get acknowledged (see trade scams, dupping, immortal wiz, etc), at least we are going somewhere.
Now, for this and other problens, that affect the in game expirence pretty hard, they take a lot of time to fix, i cant state for other players but, i get mad because it seens that blizzard dont really put the effort in for Diablo 3 that they put in other games, ive seen lots of hotfixes come out for wow hours after a patch has been apllied, and on D3 they wait a month before fixing gem dupes!
To the developing tean take so long to make a simple fix on a current issue (not even mentioning new content, oh god PvP) they are being extremelly inneficient, they can be working 24/7 and still simple things never get fixed in any timely manner, i find the irony amusing, the tean that develop a game about efficiency dont seen to be ablte to be efficient.
That's pretty fair feedback. The PTR for 1.0.5 was the first that we hosted for the game, so there were admittedly things we failed at and/or could have done better (in terms of reaction time, efficiency, etc). From the community side of things, there are a number of things we want to do differently for whenever we host our next PTR that would/should help with the issue you pointed out.
Speaking overall, though, there are some general limitations in terms of how quickly we can turn around certain fixes, but we're constantly evaluating how we can improve our processes for identifying, testing, and verifying issues, as well as finding and implementing a solution for them. I don't think we'll ever be perfect at it, but we certainly think we should strive to do better. That's an outgoing motivation for most of the company, though, and one of the big reasons why we always welcome player feedback (even if we may not be in a position to act on it right at that moment).
Option to Disable Screen Shaking
An option to disable screen shaking is looking to be a pretty popular need across the forums. Here's what Blizzard thinks of it.
[blizzquote author='Blizzard' blue='www.diablofans.com/blizz-tracker/topic/247740-add-option-to-disable-screen-shaking-please/#post3' battle='us.battle.net/d3/en/forum/topic/7199641954#3]We don't think that adding an option to disable screen shake is necessarily the best answer to this problem, but we do agree that a) it is a problem (even if it's not high priority) and we'd like to do something about it.
The primary issue is with the way many of the spells with a "shake" effect were designed. The shake itself isn't so bad if the spell is cast on a target that's farther away from your character, and that's how we imagined those spells would primarily be used when we originally implemented them. For many current builds, though, it's common to repeatedly cast spells with those effects right on top of yourself (see Meteor or Zombie Bears, or in rare situations Dire Bats). The result is that the shake is MUCH more prominent than we intended, and those play styles weren't something we really accounted for when we were designing all the spell FX.
So, it's our bad, and we want to fix it, but we'd prefer to correct the core of the problem (the way the shake effect works) rather than creating another toggle in the Options menu. That's a timely investment, though, and there are other things we'd like to address first, so I don't have a time frame to share for when we'll get to it just yet.
TL; DR: We've heard your feedback (yay!). We agree that the shake can be annoying. We want to correct the issue and improve your gaming experience, but we don't have an ETA on when we'll be able to tackle that fix.
This is a little confusing, because Zombie Bears has a horrible, horrible range. It feels like I'm casting spectral blades.
Well, in the case of Zombie Bears, it's probably more how frequently players are casting it rather than pure range. Same issues still applies, though: we didn't account for certain spells with the shake effect to really be used in the ways they are now, so the original FX design isn't as friendly to some of the newer/current builds.
And the option to disable the effect is still something we can consider, but it's not something we favor. In general, for a game like Diablo III, we want to try to avoid adding options for everything as a way to correct an issue and instead see if we can address why you're asking for the option in the first place.
This is arrogance, you want to force us to play the game exactly how you designed it?
Just because we disagree with a specific suggestion or solution doesn't mean we're arrogant, or that we even think the suggestion/solution is bad. It just means it doesn't mesh with our design philosophy for the game, and it's okay for players and designers to sometimes have disagreements on that front.
To a point, games are designed to be played a specific way, and that call is really up to the people who designed it. While we do happily listen to player feedback and have made many, many positive changes as a result of your input, there will probably always be some situations where our opinions for how the game should function or look will differ.
you provide options to disable music. isn;t this request somewhere in the same ballpark?
Didn't say the idea was in the realm of "never," just that we'd rather try to fix the issue at its core rather than simply opting for another menu option over other solutions.
Still, I really respect your post and perspective on the matter (similar for other replies in this thread) and am happy to pass on the feedback.
[blizzquote author='Blizzard']Gold Pickup Radius
As a few players have pointed out in this thread, there are quite a range of appealing affixes that items can have. By choosing items that increase your pickup radius, you are making a decision that the value of that stat matters to you, and that you’re willing to trade other stats in order to have it. Having these sorts of compelling choices helps offer different itemization choices, and we like that players often have to weigh their options when comparing gear in order to be the most efficient, to have the greatest DPS, to find the best loot, etc.
We also like knowing when you feel that improvements can be made, though, so thank you for the feedback (seriously). We'll make sure it gets passed along to our developers. (Blue Tracker / Official Forums)
The amount of downtime required for patching is not always same amount of downtime required for database maintenance. All of our live games are experiencing similar maintenance downtime tomorrow for North America, and this is because of maintenance and not the deployment of patch 1.0.6a.
For reference, "fastpatch" refers to the nature of the patch and what kind of content it includes, not how long it takes to deploy or how much downtime is required. Fastpatches are frequently very small and typically only contain a few changes (usually important bug fixes that can't be addressed with a hotfix). (Blue Tracker / Official Forums)
Missing Community Managers
I've been both out of the country for work and on vacation, so I'm afraid I haven't been available much. I missed you guys, though. =/
Both Vaeflare and Grimiku have been posting quite a bit, as well as doing all of the non-visible work that's part and parcel of being a community representative for Blizzard (moderation, feedback reporting, meetings and more meetings, talking on Twitter and FB, that kind of thing). Even so, if you'd feel like we could do better on the posting front, let us know! Hit us up at [email protected] (Blue Tracker / Official Forums)
Policy on Scamming
We do take action against scammers and other wrongdoers, but we cannot act on reports posted on the forums.
Vaneras, 5 months ago I reported someone through those channels and I was informed they could do nothing about it, at the time it was an item worth roughly 45 million and they basically said "too bad" which really annoyed me.
If the are now banning scammers that's good but they need to make it public and the name and shame SHOULD be allowed.
I'm afraid I have no information on that particular incident you are referring to, so I cannot say if this is a case of a misunderstanding, or if something requested wasn't feasible at the time, but I can say for sure that if we truly ignored these guys, we would not be having a sticky thread asking you to report them... I know this is may be of little consolation to you and I understand that it totally sucks being a victim of a scammer.
In regards to naming and shaming, I don't think that we will ever remove this policy of ours I'm afraid. Past experiences have shown us that too many people were wrongfully accused of doing bad things before we had this policy, who had their reputation and gaming experience ruined as a result, so it is important to us to protect the innocent. It is the case of choosing the lesser evil I'm afraid... I have noticed that a number third party sites have been created to address this particular concern though, although I am not in a position to recommend any of these. (Blue Tracker / Official Forums)
Do You Still Play Diablo?
I still play Diablo III because I like the combat, playing with friends, and farming items and xp. We know a lot of you feel that the game experience has room to grow and we sincerely appreciate all the suggestions on how that might get accomplished. (Blue Tracker / Official Forums)
Give Me an Interesting Build!
I like a two handed Barbarian build that yields a particular visceral experience that Whirlwind doesn't quite deliver. So I took some time to really think about what I was after and came up with this build. It might not be efficient but it's crazy barbaric fun. (Blue Tracker / Official Forums)
I suppose it's my LoH's fault but as a Monk I've never seen a Reflect Damage pack be any sort of threat to me (using Cyclone).
Guessing that ones that have already switched to LS have it even easier.
It was easy for a while, but after 230,000+ dps my defenses couldn't keep up. I'm at 268k now and I really need to focus on more defense (even if it's only for 1 affix...). 5,3k armor, 550 AR, 53k HP and 5,4% LS. It's enough for champion pack RD, but not for minions with RD (but that bug will get fixed soon I guess).
Reflect Damage wasn't a big deal before 1.0.5. With the advent of Monster Power though, and the changes to incoming damage, and the overall increase in loot quality, they started pushing everybody towards very high DPS builds. And when your character has modest defense and massive DPS, Reflect Damage is a huge problem. It definitely makes more sense for it to be very dangerous but on a limited timer.