A Fansite Mixer was held at Blizzard HQ yesterday, where Blizzard gave some information on all their products. For Diablo 3 though the developers wanted to concentrate on asking the different communities how they feel the game is doing and what should be done in order to see a big improvement. With that said, there were some interesting tid-bits, which we now present with the bullet points below.
Just a reminder that this was a talk between developers and fansites and nothing below should be considered a confirmation.
- Developers would absolutely love to add perpetual content, like Endless Dungeon
- Blizzard feels that even if endless content is added it would get boring eventually, so they're wondering what the ending point should feel like
- People tend to ignore anything that doesn't offer a reward
- Developers share the frustration of not having proper rewards after some polished, unique and sometimes intense events, like the puzzle in Act IV for example. The chest after that event often drops white items
- The Monster Density changes have made a lot of the random events feel underwhelming
- Developers know making all builds viable is impossible, but they're looking at ways to reward suboptimal builds
- Blizzard is considering implementing mechanics and/or achievements for using different weapons or skills during boss fights, which would encourage experimentation
- New expansions usually bring a big variety of new builds, but theorycrafters lock down the viable ones within the first month, which leads to very few "truly viable" builds for the rest of the game's life cycle
- Theorycrafters and the obvious access to Internet often erode the enthusiasm of some players, that try less popular and not-so-efficient builds
Berninio's Talisman Suggestion
A lot of our forum users have been inspired to create suggestion topics and Berninio has made one that really got some attention from our members. His idea is a take on the reintroduction of the Talisman - a container for charms, much like the ones in Diablo II, that got cut during late development of the game.
Berninio's idea is for charms to offer affixes that generally stay away from offensive stats like Critical Chance, Critical Damage and Attack Speed. Instead he offers alternatives like "Pulls all monsters towards you" and "Chance to spill poison when you're hit". Alongside those are also less popular stats like Dodge % and Reduced Damage from Elites. Having these affixes on items different than gear would promote building up characters in different ways, while not touching your offensive stats that come from equipped gear.
Check out his topic to see all the small details he has made and drop him some feedback!
Archon's 50 Million Witch Doctor Guide
Archon has created a new budget guide for the players that might decide to give another class a try or start their gear anew. This time the focus is on the Witch Doctor. In the video below you can see Archon going through the gear selection process and then testing out how the builds work on MP7.
If you've missed it you can also check out his Demon Hunter and Barbarian 50 Million guides.