Hotfixes - June 8th
A few interesting hotfixes went live late last night. Within these hotfixes it looks like monster damage will no longer increase when additional players join. This was originally said to go live with Patch 1.0.3.
Originally Posted by Blue Tracker / Official Forums)
(General
- In cooperative games, monster damage will no longer increase when additional players join the game. Please note that monster health will still scale based on the number of players in a party
- Tyrael no longer has collision when he is your active follower
- Pots of ashes in Act I and vases in Act IV will now drop less gold when destroyed
- Fixed a bug where players could turn in the same quest repeatedly and always receive rewards as though they were completing the quest for the first time
american servers,
the scales were heavily in favor of solo prior to this
also in nearly all other ARPGS more players meant more loot...this is the only game where you get the same loot chances, number of mobs, and loot quantity.
You're still going to need a coordinated group to be faster than solo.
ran it 3 times... 326gold, lol.
Just play the freaking game like you're supposed to and stop trying to find the easy way that isn't playing it
Inferno is inferno. It doesn't take 10 hours to move forward either. The game is supposed to last a very long time; if you can't get through act 2 go run skeleton king or butcher or something. If you have more time, run it twice. You'll get loot, you'll be able to do act 2. I don't know why people avoid doing this...
Remove one farming spot after another in a farming-centric game. Freaking ridiculous. Remove this, remove that. Isn't this something that should have been covered in QA and testing. I realize that it is a Balance issue, but enough is enough.
How about we focus on stopping the botting by gold farmers with mutiple accounts running 24/7.....wait, nevermind, once the RMAH opens, Blizzard will see a piece of that action.
Carry on then.
Ya it gives pretty bad experience now =(. Oh well, back to the slow grind.
Or for the jars, just make the gold that drops substantially lower than if you spent the same time running a bunch of mobs - so we at least get gold from pots and it's fun and viable, just not the absolute best way.
Patch 1.04
All Treasure Goblins/ Pygmys/ Bandits/ Seekers will be removed from the game. We felt these were being farmed too much, and that is not part of our core concept for the game.
Additionally ALL bosses/ sub-bosses will drop 1 less item per additional time you have killed them, regardless of difficulty. This can be a Normal/ Magical/ Rare/ Set/ Legendary. Assuming that you have not farmed the boss at all, and simply killed them 1 time per difficulty the same boss you killed in normal will have 3 less item drops in inferno. This will discourage multiple runs on bosses, which again is contradictory to our core game concept. Gold drops will also be drastically reduced upon each subsequent kill on a boss or sub-boss.
Only Elite monster packs wiill give Nephalem Valor buffs. Champion packs will no longer provide an additional stack, nor will they refresh the buff.
In addition NV Buffs will now last for a duration of 5 minutes. 30 Minutes was simply too long and allowed for far too much exploration between monster kills.
It may not be fun for you but grinding for a small chance at an upgrade is the whole point of the game.