1.0.3 Drop Changes Explained and Dev Blog Soon, Repair Cost Discussion, Lots of Blue Posts

1.0.3 Drop Changes Explained and Dev Blog Soon
One of the big changes of patch 1.0.3 was the removal of magic find calculation when looting destructible objects. Lylirra posted giving some information about this change. Blizzard is also looking at how much durability we lose from normal attacks.

Lylirra also goes on to state that they will be posting a developer blog about their current philosophy regarding magic find gear swapping.

Originally Posted by Blizzard (Blue Tracker / Official Forums)

I think you're asking why we made the following changes, so that's what I'm going to attempt to answer for you. (If that's not why you made this post, please let me know.)
  • Weapon racks will no longer drop weapons 100% of the time
  • Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses
  • Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed
Ultimately, we think players running around with an entire set of Magic Find gear and swapping out those pieces every time they want to open a chest, smash a pot, or click on a weapon rack isn't really all that fun, and we didn't want the game's mechanics to make players feel like they needed to do that in order to be the most efficient. We also don't want players avoiding fighting monsters just to run after shiny clicky things (we want you to do both). In both situations, this is something we wanted to discourage and we implemented changes we felt would accomplish this.

We're already working on another developer blog that delves more deeply in to our current philosophy regarding Magic Find gear swapping, why it's our current philosophy, and how we're looking at improving Magic Find in general, so that will probably provide insight on this particular topic. No solid date on that blog yet, but it's definitely coming soon™.

Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain
Please note that these monsters still have a chance to drop two Magic items, but that those drops are just no longer guaranteed.

Also, keep in mind the following:
  • Elite packs (Champion/Rare) now drop an additional item for players with 5 stacks of Nephalem Valor, which is guaranteed to be of Rare quality
Now, if you have feedback regarding what you think we could better with these mechanics, then please feel free to post your ideas and thoughts in this thread. I'll be reading along and relaying what you have to say.

But if perhaps someone on the blue side can at least admit "yeah, it still needs more work, this is not where things will stay" and you say this very DIRECTLY, maybe people will be less upset.
While I'm unable to say one way or another whether "this is where things will stay," we're definitely not opposed to making additional changes. Iteration is big part of our design philosophy, and we will continue to make improvements to the game (maybe not forever, but definitely until we feel that everything is in a good place). For example, we're currently looking at a number of solutions for how to curb the popular practice of players swapping out their normal gear for Magic Find gear right before a kill to min/max their efficiency. In general, this isn't something that those players seem to particularly enjoy, but instead feel compelled to do because of how efficient it is.* Also, to be very clear, this practice is not intended. (The developer blog I was talking about previously will go into the solutions we're considering in much more detail.)

There will always be situations where our definition of "fun" and some players' definitions of "fun" will vary, but in general our goal when making changes like these is to improve the overall game experience. We might not always succeed, but this is what we strive for. For environment objects and destructible objects, it became an issue of players repeatedly choosing to avoid killing monsters in favor of smashing pots. Not because they particularly liked smashing pots or didn't particularly like killing monsters, but because it what was most efficient. We want you to kill monsters. We also want you to not have to worry about dragging along a separate set of Magic Find gear just for the sake efficiency gains. Did we succeed with these changes? Maybe. We think it was the right move, but it's only a day out from the patch and we're still waiting for all the feedback to settle.

By the way, when players say things like "Blizzard just wants us to play the game the way they want us to play it," that's both true and not true -- but maybe not in the ways that you think. We definitely encourage experimentation, exploration, and variety. We've seen a lot of interesting tactics and builds and play styles develop since launch, and we're still seeing players find new ways to progress their characters. And that's really freaking cool. What we don't want to have happen, though, and where we're most likely to step in make changes, is when a certain tactic or a single way to play becomes the ONLY way to play. (Treasure Goblin farming is a another good example of this. It was fun mostly because of the rate of loot reward...but, you weren't really fighting all that much, and because it was one of the most rewarding tactics out there, that meant everyone was driven to play that way, even if they didn't want to.)

*I realize this not exactly what you were suggesting, but I wanted to make it clear that we're not opposed to making further changes to a specific mechanic if we feel that it's not where it should be.

Also, as an aside, will that blog post be going over the other changes as well, or merely trying to ease the blow from the radical changes which happened?
It'll be focused on Magic Find gear swapping only. We want to try to do more developer blogs in general, but have each blog be shorter and only address about 1-2 topics (rather than having a big wall of text that may or may get read completely).

If discussion is so cool where have you been for the past day? D:
I was out sick. :(

Please don't use words like "everyone".
Totally fair critique. You've my apologies, good sir (or madam), and the post has been amended.

But I LIKED smashing pots!
Me too. And I'm still going to smash every. single. one. of them, for the sheer pleasure of it.

so... i'm smashing pots and other smashables...and my gear is losing durability.... why is this happening? seems unnecessary.
We agree, and we're already looking into reducing the durability hit players take from normal wear-and-tear. This way, players who never die aren't getting hit with a giant repair fee every 3-4 hours.

"We think it isn't really all that fun, but I sure love doing it!"
For clarity, we never said destroying environment objects wasn't fun. You can still smash objects for a chance at gold drops, or just because you want to. Players feeling like they needed to always carry around MF gear and switch to that gear before destroying environment objects in order to be as efficient as possible, however, was something that was repeatedly communicated (in these forums even) as something that wasn't enjoyable -- and we agreed.

this idiot doesnt even play the game obviously. just a forum poster. good luck if you ARE destroying pots etc... it costs durability to do so. and they dont drop much at all. enjoy the repairs.
I responded to a similar concern previously. Here's a link so you don't have to go back and search through older posts. (Unfortunately, the "Next Blizz Post" feature is broken right now, so I know it's harder to follow the conversation. =/)




Repair Cost Discussion
Another big change in patch 1,0,3 was the increase to top gear repair costs. This time Bashiok hit the forums for discussion.

Originally Posted by Blizzard (Blue Tracker / Official Forums)

Which community manager has the fortitude to address the 90% negative feedback surrounding repair costs
Oh... I guess me.
No one is going to like additional repair costs. I'm not sure how any feedback would be "Great, I really love paying more for repair costs." however, we have seen enough feedback and data to show that the ratio is pretty good as long as people aren't throwing their character's corpses against enemies. Death has meant nothing for a very long time now, and it's going to take some getting used to and just understanding that death is no longer something that just happens, it should be something you're really fighting to avoid, and potentially being smarter about tackling content you can actually tackle.

That said, we think the normal wear and tear is maybe too high. Just fighting is probably too expensive, and we're looking at potential adjustments there.

So your logic is. You don't like it?, Who cares. deal with it. lovely
No, our logic is we have logic as to why we make changes, and we'd be happy to have a conversation on them if you'd like.

Ummm am I missing something here??? Why dont you give us what we want? I mean we are your customers, dont you want to keep us happy and playing this game? Or you want us to leave and buy a competitors game that wants to keep us happy..
REMEMBER: If no one is playing you game then your RMAH profits will suffer.. You need as many people as possible playing to make you greedy real money over and over..
Making more adjustments eh? again you throw something to us, change it and change it again. When are you gonna learn??? This is Blizzard, I used to think the most polished and best gaming company out there. I used to think you guys only delivered polished ('it will be ready when its ready') software. Now we all know you guys take 12 years and still deliver us unfinished and not balanced software.

You want a balanced and well-polished game, but you also want us to do whatever you want (most of which will not lead to a balanced and well-polished game). I'm not sure you're working in the same direction on those points.

Death shouldn't be such a huge concern in D3, if so, why bother making a separate mode called hardcore?
Right! I mean, why even have death at all?

I'm making a steady profit on Act 1. Here's what I'm doing:
1) I'm clearing everything.
2) I'm getting and keeping an NV 5-stack.
3) I repair when gear goes yellow.
I die infrequently, but occasionally. However, with a 5-stack of NV, and sometimes before that, so many creatures drop 500-1000g at a pop that there's no way I could run out of money for repairs.

Thanks!

I am not DYING. I am however losing money because of the repair costs.
I addressed that in my original post. (last sentence)




Blue Posts
Lots of 'hot' topics today, worth checking these blue posts out.

Originally Posted by Blizzard (Blue Tracker / Official Forums)

Nerfs
There are plenty of stats we could have nerfed, there are many (some which have been mentioned) which are probably skewing itemization and build variety. We nerfed IAS because it was probably the worst offender, and because unlike most other stats has a bigger impact on mobility and resources. We know build variety is still affected by a number of issues and factors. We plan to really attack that problem in 1.1, but we didn't think IAS could sit as it was until then.

We don't want people to be afraid of nerfs, and ... I guess maybe I can try to get that across by saying we could have nerfed a bunch of stats that probably deserve it to some degree, but we didn't (aren't you thankful!?), because we don't believe our design approach should be constantly noodling with really important things, like stats. It should only be when we have an extreme situation developing, and we felt that was the case with IAS.

Every time we turn around it is a nerf. why don't you try a buff for once? You might find you like it.
There were buffs in 1.0.3.

You can't balance a game by just buffing, well you can but it gets out of hand way too quickly. If there's one skill that's too strong you have to buff everything else equally to compensate, and then rebalance the entire game around all those buffs. It doesn't really work. (Blue Tracker / Official Forums)

Nerfing Monster Affixes
This thread has a lot of good feedback regarding affix packs (as does this thread), but let me try to address one question really quickly:

I dunno, OP has a point with certain combos. Vortex + frozen+ arcane + desecrate can be a pain, or similar with waller.
There's a difference between saying "that's an unfair affix combo" and "I can't beat this affix combo" (yet). Certain affix packs will be harder than others. The variance in randomness and in the difficulty of the packs is completely intentional and we're happy with where things are right now.

Having to restart a game or skipping packs altogether is also totally fine. As you become more powerful, finesse your builds, and develop a variety of tactics to use in different situations, you'll be able to kill more monsters. If you could kill everything uniformly the first time you stepped into an Act, you'd have a really limited sense of progression and the feeling of becoming "more powerful" wouldn't be as present. The design intent is that some affix packs will unbeatable for you at first, but then you'll come back later and get your sweet (and well deserved) revenge. We feel that making every affix combo equally difficult would take away the satisfaction of overcoming the more challenging combos later on.

I posted about this a few weeks ago, and our general philosophy hasn't really changed since then. You feedback is still encouraged, though!

Edit: if you actually even care, look at my recent posts and that's why. I really did try to play this game and enjoy it.
Thank you for contributing to this community! I'm sorry to see you go, but I hope that you'll return to Sanctuary again in the future. If not, enjoy your gaming adventures, and best of luck. :)

Its not present, this is the first game I have played that as I got higher level, I feel weaker, and I have to go back and farm stuff just to progress through the game. In case nobody has told anyone at blizzard, games are supposed to be fun. This aint fun.
(For you) what would make affix combos more fun, but still be reasonably challenging? Keep in mind that we don't intend for players to be able to easily kill everything they come across the first time, every time in the later difficulties.

This question is open to anyone reading along. If you have suggestions or thoughts, please chime in!

How about those more difficult affixes result in a higher chance to get a rare from those mobs?
Interesting suggestion. I'll definitely pass it along.
(Blue Tracker / Official Forums)

"Evil Bashiok"
I have been gaming for a lot of years and i must say i have never seen a more scum bag mod in any game ever you my friend need therapy and a job that does not involve you speaking to the public Blizzard not firing you just shows how little they care about their customers.
muh pride!

I try to converse with people, and in some cases that means challenging them. If we're just talking to talk, or you want someone to say "Thank you for your feedback" and move on, you're probably looking for something other than the forums. These specific forums (outside of bug report and tech support) are here for conversation. While understanding the community sentiment is part of our job, so is relating our intentions, and that's really going to require a conversation and not me just bullet-pointing out the changes. You can get that from the patch notes. If we're going to have a conversation, and especially when one person is very upset, it's not always going to be a pleasant experience.

Challenge?
... hope blizz is enjoying the drastic drop of players using public rooms, that's about 2k right?

I'm not sure why everyone seems so hung up on that. I guess it seems like it'd be an effective way to try to get us to change something they don't like. I'm honestly not sure why that number seems different. Maybe functionality changed, but we had as many people playing last night and tonight as we had a week ago. We haven't noticed any change in concurrency. But again, I don't really think it's relevant to any issues you have or our desire to hear you out and explain our intentions.

I don't give a damn about your muh pride, put someone on the line with we can properly talk to.
It doesn't appear that's actually what you want.

http://us.battle.net...#1244&sort=time
(Blue Tracker / Official Forums)

Clans
It is definitely a request that we've heard loud and clear, though. Clan support would be a nice-to-have function set.
I wouldn't say "no plans at all". But I wouldn't say "soon", either. It's somewhere between the two. (Blue Tracker / Official Forums)

Magic Weapon and Bugs
The functionality of Magic Weapon hasn't been changed, but we did fix a bug that was causing the skill to display the wrong damage values in the character sheet when active. We missed this bug fix originally, but have since added the following line to the official patch notes (under Classes > Wizard > Bug Fixes):
  • Magic Weapon
    • Fixed a display issue that was causing Magic Weapon to increase the character sheet damage value by an incorrect amount (the functionality of the skill has not changed)
The bug caused the value to display for a higher amount in the character sheet than what the skill was actually providing, so this most likely accounts for the damage difference you're seeing currently.

Run speed is a bit slower. Can't outrun mobs I used to.
We didn't make changes that should outright decrease your character's run speed, so would you be willing to post this in the Bug Report forum so QA can take a look? Unfortunately, I can only move whole threads over to that forum and not individual replies, but that is definitely the best place to bring this up

This literally made no sense.
It's possible I misunderstood the original concern, in which case I apologize and will happily attempt to clarify.

That said, I think it's important to mention the previously undocumented bug fix, since the fix itself has had an affect on the values that display in the character sheet when Magic Weapon is active (as compared to pre-1.0.3), and that isn't always fun for players to see if they don't understand why. (Blue Tracker / Official Forums)

Mortar
Thank you for the reports! Our Quality Assurance team is investigating this as a possible bug. With patch 1.0.3, we increased the dead zone for Mortar monsters (the area around the monster where you can stand and not be a target for their mortar attacks), which should reduce the chance for characters from being hit when in melee range.

If characters in melee range of Mortar monsters are being targeted more often, that's not intended. We know players are reporting this happening fairly frequently when a Mortar monster stops up against a wall, so we'll be looking into those situations as well as when the monster is just being attacked out in the open. (Blue Tracker / Official Forums)

PvP Patch
PvP is currently scheduled to hit with the 1.1.0 patch. No date to share at this point, though. (Blue Tracker / Official Forums)

What is Fun?
Redirecting back to the original thread (post cap has been extended): http://us.battle.net...opic/5888889794

There's a lot of good feedback here, and it's definitely better to be posted in one place rather than fragmented all of over the forums. :)

Games are defined by their limitations. Limitations can also be defined as rules, and rules exist to achieve some kind of goal. Our goal with the game is to ensure the best ways to play the game are actually playing "the game" (which isn't MF gear swaps and urn runs), that it shouldn't be efficient to die 40 times an hour, and that itemization and class build diversity is as broad as we can make it. Most of the changes people are discussing fall into one of those categories.

Just for reference, here are some potentially pertinent changes made in Diablo II 1.10.

Reduced the effectiveness of Experience runs, power-leveling, and leeching.
Increased the Experience penalty for Character level 70+ as follows: Character level 1 - 69: 100% Experience Character level 70 - 99: 85% - 0.8% Experience (approximately exponential decaying)
Encouraged players to play in more of the Diablo II areas/locations/levels.
Reduced drops from the most-run Super Unique monsters, Thresh Socket and Pindleskin.
Cut Experience and reduced drops in the Cow Level.

These were really intended to get people out and into the game, reduce the repetitive runs, and try to hit a goal where these quick repetitive actions were not the best way to play the game. Ultimately it was probably too little too late. The idea that 'this is an ARPG and so you should be able to do whatever you want' doesn't really amount to much of anything.

The fact that players are dying 40 times an hour lies on you, my friend. I'm not asking for a nerf to the content, but rather a fix to the system.
How so? Stop doing content that's too hard for you.

If you really have to ask "How so" you don't look at your own forums too much, do you? I'm not the only one that gets upset when an Invicible/lifesteal/poison/descrator/molten mob wrecks my face, over and over again, because I'm melee and there's not a damn thing I can do to avoid the crazy high damage.
I agree some combos are very difficult for certain classes and builds, and not fighting those very hard combos is an option.

Our item pool philosophy is that you can break an urn and get the best item in the game - it's all a matter of chance.
Yeah, that's getting thrown around a lot, and I agree we've damaged that goal, but we do have an obligation to try to keep the game in check. We're working on ways to get back to that, though. I don't think any of us thinks the game is perfect, and I doubt we ever will. It's an ongoing process.

Guys, I challenged Bash and he, well, bashed me back. Both sides (Blues and Browns) are stressed and frustrated right now. No animosity on either side, we can turn this into a positive. It's gotta start right here, right now though. Open, honest communication from both sides, no anger, no baiting, no trolling, and we can make this the great game it deserves to be.

To answer his previous post, in the open world you do have the option of trying to avoid the mobs. In any cave, dungeon, or area with corridors, you don't. That makes up probably half the game, at least. For instance, half of Act III is in the open battlefield (you can try to avoid mobs). The other half is in the keep, in the dungeons scattered throughout, or underground, all of which are corridor based. You go forward, or you stop playing. That's what the issue is.

I don't want to see Bash get in trouble, and I don't want an apology. I just want to see this game get better, and not because I payed $60 for it. It's because it has so much potential to be one of those legendary games (like Diablo II is/was).

Thanks for that, and I agree I really am dying for people to just be reasonable and calm and rational and want to talk. Thank you for the concern, but I'm not going to get in trouble. Challenging people's ideas and statements is part of my job, because that is what part of a conversation is. Us just talking at each other, or you saying something and me smiling and saying 'thanks for the feedback' probably isn't that helpful for anyone.

I didn't want to imply that we think everything is necessarily perfectly balanced, but certainly having some affix combos you can't beat, you gear and skill up, and then are able to beat is part of the progression. That's a notable point at which you can take note of a change, be it a new build, or power increases, etc. We're ok with there being moments where you say "I can't beat this", because if those moments didn't exist there would be no notable meaning to your character's progression. (Blue Tracker / Official Forums)

Zomibe Dogs
It is kind of wonky right now. =/

We're already working on two fixes for Zombie Bears. The first is to address the issue where Zombie Bears are unable to attack targets on slopes. The second is to improve Zombie Bears pathing so they no longer get stuck (or stuck as often) on objects with which they shouldn't have any collision.

These fixes are currently slated for 1.0.4, but may be implemented sooner. (Blue Tracker / Official Forums)

Starter Edition restrictions
If you're experiencing Starter Edition restrictions 72 hours after completing a digital purchase, you'll want to contact customer support at your earliest convenience. Here's a quick link for submitting a help ticket: http://us.battle.net...article/contact

Our representatives will be happy to able to assist you with this issue. :)(Blue Tracker / Official Forums)

Act 3/4 Loot
Act 3/4 loot is bugged, and not dropping loot as intended.
We're going to look into this. We're not aware of any issues, but of course that doesn't mean there isn't one.

I used to get ~5-6 ilvl 63 rares every 15 minutes, now I get about 1 per hour.
This makes me wonder if this isn't just a perception issue? We didn't expose ilvl before 1.0.3, so could this be because there was some expectation of "if an item was good it was ilvl 63"? Of course that's not necessarily true. A well rolled ilvl 61 could be better than a 63.

Hey Genius, Those that did a lot of farming knew what the names of ilvl 63 items were. God you are so stupid.
Hi! Not a people person? A simple "We know the base items." would have sufficed. Thank you for your assistance.

The irony is delicious. He's just responding to you in the typical douchey tone you're so fond of responding to people with.
Please point me to where I call people stupid.

As a civil person I would like to thank you for your response and I do hope you guys look into this issue. I literally went from playing 12+ hours a day to 1 hour simply because its unrewarding to see ilvl 51-56 rares drop from a champ and rare packs in Act III. The risk/reward just ain't worth my time anymore. I really want to like this game but I just can't right now
Hah. Well, thanks. I'll get back as soon as I hear something.

way to dodge the OP questions.......

You trolling?

A cheap excuse is usually, considered stupid.

I said we'll look into it... (Blue Tracker / Official Forums)




Secure Your Gear with the Battle.net Authenticator

Originally Posted by Blizzard (Blue Tracker / Official Forums)

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