A big part of what makes Diablo for us, or maybe more specifically Diablo III, is feeling like a total overpowered badass. It's entirely possible that what makes you feel overpowered is... in fact overpowered. We're not so dumb as to think there won't be someone that will find a build or co-op comp that we just didn't expect, and is able to take down Inferno due to an oversight, bug, 'creative use of game mechanics', or just a downright overpowered set of abilities. There are just too many skills, too many builds, too many possible comps, and too many players to believe we've been able to catch everything.
Some of that is cool. Some of what makes a Diablo game is the idea (and fact) that you can kind of outsmart the game and break its mechanics. Unlike a game like World of Warcraft where the core design of the game is to create a balanced experience and every change funnels into that, Diablo III just doesn't take the same approach. We don't mind if there are some inconsistencies and emergent favorites, we'd rather have tons of customization than boil it all down for the sake of balance. With a purely co-op (and eventually non-competitive PvP environment) we have that luxury. What we don't want to happen, and what we will absolutely work to patch and fix as quickly as possible, are the situations we simply can't predict that could trivialize parts of the game. There could be some build we just didn't create that is super effective against one specific boss in Inferno, and we might want to rein those situations in.
I'm not personally worried about Inferno being too hard. I'm more worried about people focusing too specifically on clearing Inferno, someone beating it too quickly through cheesy tactics or bugs or broken OP builds, and everyone going nuts saying Inferno is clearly too easy (although they themselves will probably still be in Nightmare). People naturally want to focus on a competition of who can beat what first, or speed runs, or other time-based achievements, which is at odds with what the game is really all about (the item hunt).
Everything he said in this post is spot-on. Diablo is not supposed to be the most balance game, it's supposed to be the most fun to play. And then when you've played it to death until your eyes bleed, the item game is what will keep you going for years and years to come.
I have no doubt people will be playing D3 for years, some won't, some will, I may even quit and go back to in a few years like D2...it really all depends on future games for me.
The inferno difficulty is whats going to keep me playing.
I have no doubt people will be playing D3 for years, some won't, some will, I may even quit and go back to in a few years like D2...it really all depends on future games for me.
The inferno difficulty is whats going to keep me playing.
I will be for sure
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Official Blizzard Quote:
A big part of what makes Diablo for us, or maybe more specifically Diablo III, is feeling like a total overpowered badass. It's entirely possible that what makes you feel overpowered is... in fact overpowered. We're not so dumb as to think there won't be someone that will find a build or co-op comp that we just didn't expect, and is able to take down Inferno due to an oversight, bug, 'creative use of game mechanics', or just a downright overpowered set of abilities. There are just too many skills, too many builds, too many possible comps, and too many players to believe we've been able to catch everything.
Some of that is cool. Some of what makes a Diablo game is the idea (and fact) that you can kind of outsmart the game and break its mechanics. Unlike a game like World of Warcraft where the core design of the game is to create a balanced experience and every change funnels into that, Diablo III just doesn't take the same approach. We don't mind if there are some inconsistencies and emergent favorites, we'd rather have tons of customization than boil it all down for the sake of balance. With a purely co-op (and eventually non-competitive PvP environment) we have that luxury. What we don't want to happen, and what we will absolutely work to patch and fix as quickly as possible, are the situations we simply can't predict that could trivialize parts of the game. There could be some build we just didn't create that is super effective against one specific boss in Inferno, and we might want to rein those situations in.
I'm not personally worried about Inferno being too hard. I'm more worried about people focusing too specifically on clearing Inferno, someone beating it too quickly through cheesy tactics or bugs or broken OP builds, and everyone going nuts saying Inferno is clearly too easy (although they themselves will probably still be in Nightmare). People naturally want to focus on a competition of who can beat what first, or speed runs, or other time-based achievements, which is at odds with what the game is really all about (the item hunt).
Everything he said in this post is spot-on. Diablo is not supposed to be the most balance game, it's supposed to be the most fun to play. And then when you've played it to death until your eyes bleed, the item game is what will keep you going for years and years to come.
The inferno difficulty is whats going to keep me playing.
https://www.deviantart.com/aerisot
I will be for sure