Patch 1.0.3 Preview
Blizzard has just posted a massive patch 1.0.3 preview. There is a lot of info below including a few tables and strongly suggest you read the full post, but for those in a hurry we have a quick rundown.
DiabloFans Quote:
Legendaries
Drop rates have changed in 1.0.3 The highest ilvl can drop in act 1 inferno but at a lower rate than act 3 and 4. You can view the table in the post to see all the percents.
We won't be seeing the Legendaries stats change this patch however when they are done high level Legendaries should be flat out better than blue items.
Nephalem Valor
With 5 stacks of NV bosses will now only drop 1 "guaranteed" rare instead of 2. (They will still have a high chance to drop more just like before, just one less "guaranteed" one.
Elite packs will now drop a bonus guaranteed rare when you have full stacks of NV
Group Play
Monsters will not longer have bonus damage per additional player in coop games.
Inferno Balancing
Act 1 feels just how they want it.
Getting to Act 2 is to large of a step, if a barb and monk can clear Act 1 with an offensive build and murder everything, they should be able to switch to a defensive build and do okay in Act 2
Act 2,3 and 4 will have have monster health and damage adjusted to make them fit smoothly.
Deaths and Repair Costs
Repair costs at 60 are almost not noticable, and due to this they see a lot of people simply "graveyard zerging" enemies.
They had a few ideas on how to discourage this, ultimately they will be increases repair costs between x4 and x6 their current values.
Attack Speed
Attack speed modifier will now properly work on all items.
Players currently feel that Attack Speed is one of the "required" stats, and blizzard does not want this. They have two ideas to fix this and are looking for feedback on them. They are currently leaning toward the first idea.
Reduced how much attack speed can be found on an item
add a hidden modifier that basically adds diminishing returns on attack speed.
Gems
As stated before, both the Blacksmith and the Jeweler will become a little cheaper.
There is a table in the post below showing you the new cost for crafting the first 8 tiers of gems. (They only require two of each gem type now, along with reduced gold cost)
Class Balancing
Patch 1.0.3 will not be focused on class balancing. (there will be a small number of skill changes)
Patch 1.1 will be the patch for most class tweaks which will have focus on punching build diversity up a few more notches
Last month we gave you a glimpse into how we were taking in initial feedback on the game, and ideas for some potential system changes we could make. Today we wanted to follow up and provide concrete info on some of the changes we’ve been working on, and give everyone a heads up before the 1.0.3 patch hits later this month.
Bridging the Item Gap
The ilvl (item level) of an item determines the statistical budget for its power. The way the game is currently set up, Act I drops ilvl 61 gear and below, Act II drops ilvl 62 gear and below, and Act III and IV drop ilvl 63 and below. Unfortunately this has caused two main issues. The first is players who find an Act too difficult feel compelled to use the auction house in order to progress. The second is that certain classes, skills, and play styles are less gear dependent than others, so although great items are making their way into the game economy, people feel pigeonholed into a handful of viable strategies. For a lot of people they would rather do something frustrating or boring in Hell Act IV (such as having Tyrael fight for them or breaking vases) for a chance at a "top-tier" upgrade, rather than fight hordes of monsters in Inferno Act I. We’re shifting to a philosophy where the best items in the game can drop from many different places, so a wider variety of play styles are viable. If you would rather chain-pull elite packs in Act I rather than 3 minute cat-and-mouse in Act IV, we'd like you to be able to do that and know you can still find the best items in the game.
Nothing would explain it as well as just sharing the intended drop rates coming in the next patch, so here they are. Note that the drop rates vary slightly by item type; the table below represents an approximate aggregated rate of all item types: New drop rates for 1.0.3
Item
Hell Act III and IV
Inferno Act I
Inferno Act II
Inferno Act III/IV
iLvl 61
9 %
18%
19%
24%
iLvl 62
2%
8%
12%
16%
iLvl 63
0%
2%
4%
8%
As you can see, players who would rather murder monsters 4x as fast in Inferno Act I can do so knowing they have a chance at amazing items, and players who want a challenge can kill in Acts III and IV in Inferno and be rewarded with a higher drop rate.
You Keep Using That Word
As previously mentioned, we’re going to be reviewing Legendary items in a future patch. Legendaries won’t change in 1.0.3, but it’s still something we’re actively working on. When we’re done, high level Legendaries should be flat out better than blue items, they’ll carry a good amount of power with them, and they should also be distinctive or memorable in the benefits they provide. We’ll be able to share more information on the specific changes we’re making after 1.0.3 launches.
The Nephalem Difference
It’s no secret that our goal for the end-game item hunt is players hunting monsters packs, building to five stacks of Nephalem Valor, and then killing a boss. While we’re seeing a lot of that occurring, what we’re missing is people feeling like it’s worthwhile to continue onward after killing a boss. To help hit that goal we’re lowering the number of guaranteed Rare items on bosses when you have your full five stacks of Nephalem Valor from two guaranteed Rares to one guaranteed Rare (you still have a very good chance at multiple rares, it's just no longer guaranteed). In exchange, all champion and rare packs will now drop a bonus guaranteed Rare item when you have your full five stacks of Nephalem Valor. The change benefits players with more overall drops, and a reason to push to continue progressing.
You Into the Group Thing?
We’re removing the bonus monster damage per additional player in a coop game. Our design goal is for players who prefer to play solo to be able to play solo, and players who prefer to play in groups to be able to play in a group. We feel the bonus monster damage per additional player is one of the biggest inhibitors to wanting to play with your friends. In a perfect world, single player and co-op would be absolutely equal, but that’s not attainable when you consider item properties such as “Life on Kill” or skills such as Archon which simply scale better when you are solo. Since the variety and breadth of game mechanics essentially dictate that solo vs. group play will never be 100% equal, our goal is to make them as close as possible but err on the side of coop in cases where we need to make adjustments. The inherent logistical requirements when forming up with other players and attempting to work together effectively warrants some added benefits.
Oh Yeah!
Inferno balance right now has a difficulty gap in which Act I feels about right, but Act II feels like trying to bust through a brick wall. In patch 1.0.3 we’re going to be lowering that wall by adjusting the damage and health of monsters in Inferno Act II, III and IV. We feel like Act I Inferno is in a pretty good place. Our design goal with Acts II, III and IV is to keep them challenging, but smooth the difficulty ramp out a bit. If a monk or barbarian is geared well enough that they can use a heavily offensive build and murder everything in Act I, they should be able to swap to a more defensive build and do okay in Act II. As they gear up they can begin adjusting back to becoming offensive in Act II, at which point they can jump into Act III with a focus on defense, and so on. Difficulty certainly ties into itemization, encounter and enemy tuning, and class balance, and all of these things together are going to paint a more reasonable difficulty curve as you hit Inferno in 1.0.3.
Paying for Your Mistakes
Current repair costs at level 60 are barely noticeable, and because of that we see a lot of people wonder if “graveyard zerging” tough enemies or “chain rezzing allies on a boss” is intended gameplay – it definitely is not. To help solve the issue we evaluated a number of new death mechanics, such as just allowing the resurrection timer to increase even higher, disallowing resurrection during boss fights, or putting a debuff on you when you resurrect (such as reduced combat effectiveness). Ultimately we felt that increasing repair costs was the best solution that preserves the fast paced style of the game. Repair costs on level 60 items are going to go up a lot. Our goal is the next time a player is graveyard zerging a boss, it should occur to them that “this is probably not an efficient way to go about things”. We’re currently evaluating repair costs between 4x and 6x their current values. In the face of increasing costs, we recommend listening to the Hardcore players out there as they probably have some helpful advice on how to minimize repair costs. Following this change zerging a boss will still be possible, but our intent is that it won’t be optimal, and players who are seeking to be as efficient as possible will adjust their item hunting routes accordingly.
Whoa, Whoa, Nice Shootin’ Tex
We’re fixing a number of bugs with Attack Speed, mainly related to the stat not working on some items, but we’ve also decided we need to reduce the effectiveness of Increased Attack Speed overall. Many players have commented that Increased Attack Speed is such a dominant stat they feel it’s required. While we don’t have an issue with there being important stats, Increased Attack Speed in particular has secondary effects on mobility in combat, resource generation and resource consumption. We want there to be options and considerations for how you gear up, and one uber trump-everything stat can really work against choice and options. There are two different solutions we’re considering to reduce the effectiveness of Increased Attack Speed. The first is to simply reduce the value on all the items to their desired values. In general our desire is to never change items as that makes them feel less concrete, but the upside is you would still be able to look at an item and know exactly what you are getting. The other approach is to change the formula used for attack speed aggregation so that stacking attack speed from multiple slots suffers from diminishing returns. The downside of that approach is that it introduces yet another hidden modifier on an item property (and many people dislike hidden modifiers), and complicates the already difficult decision of item gearing. We’re currently leaning toward the first solution, to simply reduce the value on items, but we’d be interested to read people’s thoughts on the problem.
Just Three Two Easy Payments
We previously hinted that Blacksmith and Jeweler costs are coming down, and overall it will be far more reasonable to train them up and craft items. The most dramatic reduction is on the combine costs for tier 2-8 gems. The gem combine costs for Perfect Square and above will remain unchanged.
Gem Quality
Previous Cost
New Cost
Flawed
3 Chipped + 500 gold
2 Chipped + 10 gold
Normal
3 Flawed + 750 gold
2 Flawed + 25 gold
Flawless
3 Normal + 1250 gold
2 Normal + 40 gold
Perfect
3 Flawless + 2000 gold + 1 Page
2 Flawless + 55 gold + 1 Page
Radiant
3 Perfect + 3500 gold + 2 Pages
2 Perfect + 70 gold + 2 Pages
Square
3 Radiant + 7500 gold + 1 Tome
2 Radiant + 85 gold + 1 Tome
Flawless Square
3 Square + 20,000 gold + 2 Tomes
2 square + 100 gold + 2 Tomes
Nerf Them, Buff Me
Class tuning is not a major focus for 1.0.3. There will be a small number of skills changes, but for the most part we want people to continue experimenting and enjoy their skills for a while. Our goal was and continues to be build diversity, and though we see quite a bit of build diversity, we think we can do much better. Class tuning will be an ongoing process, and we’re targeting the 1.1 patch for most class tweaks, with a focus on punching build diversity up a few more notches.
But What About…
While these are a few of the larger systems adjustments we’re making, the 1.0.3 patch will include many fixes, quality of life enhancements, Auction House improvements, and other changes. We hope you look forward to the patch as much as we do getting it out there, and again we appreciate your continued feedback. See you in-game!
Seems like a well put together set of changes/fix/balances. Though the thing about monster damage in a group has me pondering this question: Was the damage in a group of 4 in Inferno that harsh? Haven't been to inferno yet so i don't know anything about that point.
In patch 1.0.3 we’re going to be lowering that wall by adjusting the damage and health of monsters in Inferno Act II, III and IV.
Thank you. Act 2 is so retarded. Monsters you can't even fight 1 shot you. That's not challenging, it's bad design.
Was the damage in a group of 4 in Inferno that harsh? Haven't been to inferno yet so i don't know anything about that point.
It depends on the Act. Act 1 was perfect (I thought). If you could do Act 4 Hell, Act 1 Inferno was very difficult till you got a few upgrades. Then, after a while Act 1 inferno became easy (for the most part - fast "frog" elites are always challenging for a range class). Then you hit Act 2 and you can't even finish the first quest, cuz you're 1-shotted by any white mob. It's retarded.
No joke. Took me 10 tries as a petless WD to do the "audience with the emperor" quest, where you are ambushes by a ton of snake men. Every one is a 1-shot kill. I don't have enough CD's or CC's to take care of that.
What's funny for me, is that in Act 2, the elites are easier than the white mobs in some cases. I can survive 2-3 mortar elite hits in Act 2, but 1 shotted by a white insect. Really?
The difficulty ramp is simply too high. It's not fun. It's frustrating in that you can't control your death. It's inevitable because of bad design.
Seems like a well put together set of changes/fix/balances. Though the thing about monster damage in a group has me pondering this question: Was the damage in a group of 4 in Inferno that harsh? Haven't been to inferno yet so i don't know anything about that point.
If you go glass cannon as ranged, most shit will one shot you soloing, when grouped its garenteed.
I'm thinking there fixing this so groups can now have tanks like barbs and monks. They were just unable to do anything in groups.
Seems like a well put together set of changes/fix/balances. Though the thing about monster damage in a group has me pondering this question: Was the damage in a group of 4 in Inferno that harsh? Haven't been to inferno yet so i don't know anything about that point.
I'm only worried about the repair cost change. I remember spending over 150k on pots and repair while progressing inferno diablo. I guess after the change you should only try a major boss after you outgear him and can down in 6-7 tries max.
I'll actually be able to duo Inferno with a friend now. It was just plain stupid that duoing was 10x harder than soloing because mobs 1-shot you instead of 3-shotting you.
Nice patch changes love them. Just a bit "nervous" about repair x4 or x5. So instead of lets say 7.000 gold repair, it will be 28.000 or 35.000 . Not everyone is "graveyard zerging" enemies. But as Triptic said...can't please them all!
Woot at farming late Hell for ilvl61. Crazy low costs for gems is good. I just hope they do the same for the Blacksmith. It would be nice to not go broke just trying to get a good roll on a low level character.
NUUUUUUU >.< not the repair bill!, well i have a little bit of money and i tend to get one 1hit-KOed and i go back to try my luck again with the mob; i think this will discourage ppl from even trying or even fight a certain mob. They will see the mob that always gives them problems or always kills them and not want to even find a strategic way of killing the mob if there bill is x4 or x6 more than what they used to pay...."they see the mob and say ok boys time to reset the map we got a Jailer, frost, and desecrater Soul Ripper here!" Instead of "We got this guys, Alpha u do this when he does this and Bravo dont stop doing this when Alpha does this" u get the picture.
P.S, Not trying to whine just putting my point of view out there.
Nice patch changes love them. Just a bit "nervous" about repair x4 or x5. So instead of lets say 7.000 gold repair, it will be 28.000 or 35.000 . Not everyone is "graveyard zerging" enemies. But as Triptic said...can't please them all!
Ideally, with these changes you'll only be dying a lot if you're severely undergeared. In other words...
Now, you'll die a lot because stuff one shots you, regardless of gear. It's ok though, because you can just run back and keep chipping away at their HP, dying 4-5 times in the process.
After the patch, you'll only die if you're really undergeared. If you're properly geared, you'll die once, maybe twice, or probably not at all if you're skilled. Less deaths means less durability loss, means less repairs required but they cost more.
The point I'm trying to make is I think it'll ultimately balance out. Sure, if you're undergeared and trying to bruteforce it you're going to suffer. But if you're appropriately geared and playing well, you shouldn't notice much change.
NUUUUUUU >.< not the repair bill!, well i have a little bit of money and i tend to get one 1hit-KOed and i go back to try my luck again with the mob; i think this will discourage ppl from even trying or even fight a certain mob. They will see the mob that always gives them problems or always kills them and not want to even find a strategic way of killing the mob if there bill is x4 or x6 more than what they used to pay...."they see the mob and say ok boys time to reset the map we got a Jailer, frost, and desecrater Soul Ripper here!" Instead of "We got this guys, Alpha u do this when he does this and Bravo dont stop doing this when Alpha does this" u get the picture.
P.S, Not trying to whine just putting my point of view out there.
That's a good point you make.
But also, keep in mind that the NV stacks will still be an incentive to keep you in the current game, so if you run into a difficult mob you will still be evaluating your choices as to whether you should try press on or restart. At the moment, I often see teams only deciding to skip certain elite packs after dying multiple times to them. So the increased repair bill will actually make players think more carefully rather than throwing their corpses at them over and over again.
"Now, you'll die a lot because stuff one shots you, regardless of gear. It's ok though, because you can just run back and keep chipping away at their HP, dying 4-5 times in the process."
In my experience, 2 out of 3, if I die, and the boss or champions are not really close to the resurrect area, and I have a resurrect timer of over 3 seconds, I get to the baddie, and their life is completely healed! This has happened to me quite a bit, right now I'm in act 1 inferno, and if I get a very difficult mob, at times it gets so frustrating because I go back and they are at full health again, even if I was very close to killing them.
I don't know if this happens only with certain modifiers or attributes a boss has, like extra health, or extra fast, but it at times can be very frustrating, and my only hope at times becomes wotb, with insanity, and trying to kill before being killed.
But then again other times their health stays the same and you can just go and finish them off.....
Rollback Post to RevisionRollBack
"This is the triumph of man:
Where there is truth, he must find.
Where there is destruction, he must rebuild.
Where there is love, he must protect."
World's Fair Exhibit
"God gave us memories, that in life's garden we may have June roses in December."
yeeeeeeeeeeeah . "WE DONT NERF INFERNO" "INFERNO IS NOT FOR EVERYBODY". And what u did in 1.0.3 NERF IT ! U SUCK BLIZZARD !!! Now every fuckin' n00b will clear inferno, remember this. U FUCKED DIABLO LIKE U FUCKED WoW Classic !!!
The new prices for gems ... REALLY ? REALLY ? REALLY ? U want hard game u make it when u released and now u fucked it HARD and make it easy....
DUMB - Monsters will not longer have bonus damage per additional player in coop games.
DUMB - Act 1 feels just how they want it.
DUMB - Getting to Act 2 is to large of a step, if a barb and monk can clear Act 1 with an offensive build and murder everything, they should be able to switch to a defensive build and do okay in Act 2
DUMB - Act 2,3 and 4 will have have monster health and damage adjusted to make them fit smoothly.
was waiting for a ridiculous post like this to show up. surprised it took as long as it did for it to happen. thanks for delivering!
Patch 1.0.3 Preview
Blizzard has just posted a massive patch 1.0.3 preview. There is a lot of info below including a few tables and strongly suggest you read the full post, but for those in a hurry we have a quick rundown.
DiabloFans Quote:
Legendaries
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Bridging the Item Gap
The ilvl (item level) of an item determines the statistical budget for its power. The way the game is currently set up, Act I drops ilvl 61 gear and below, Act II drops ilvl 62 gear and below, and Act III and IV drop ilvl 63 and below. Unfortunately this has caused two main issues. The first is players who find an Act too difficult feel compelled to use the auction house in order to progress. The second is that certain classes, skills, and play styles are less gear dependent than others, so although great items are making their way into the game economy, people feel pigeonholed into a handful of viable strategies. For a lot of people they would rather do something frustrating or boring in Hell Act IV (such as having Tyrael fight for them or breaking vases) for a chance at a "top-tier" upgrade, rather than fight hordes of monsters in Inferno Act I. We’re shifting to a philosophy where the best items in the game can drop from many different places, so a wider variety of play styles are viable. If you would rather chain-pull elite packs in Act I rather than 3 minute cat-and-mouse in Act IV, we'd like you to be able to do that and know you can still find the best items in the game.
Nothing would explain it as well as just sharing the intended drop rates coming in the next patch, so here they are. Note that the drop rates vary slightly by item type; the table below represents an approximate aggregated rate of all item types:
New drop rates for 1.0.3
Item
Hell Act III and IV
Inferno Act I
Inferno Act II
Inferno Act III/IV
iLvl 61
9 %
18%
19%
24%
iLvl 62
2%
8%
12%
16%
iLvl 63
0%
2%
4%
8%
As you can see, players who would rather murder monsters 4x as fast in Inferno Act I can do so knowing they have a chance at amazing items, and players who want a challenge can kill in Acts III and IV in Inferno and be rewarded with a higher drop rate.
You Keep Using That Word
As previously mentioned, we’re going to be reviewing Legendary items in a future patch. Legendaries won’t change in 1.0.3, but it’s still something we’re actively working on. When we’re done, high level Legendaries should be flat out better than blue items, they’ll carry a good amount of power with them, and they should also be distinctive or memorable in the benefits they provide. We’ll be able to share more information on the specific changes we’re making after 1.0.3 launches.
The Nephalem Difference
It’s no secret that our goal for the end-game item hunt is players hunting monsters packs, building to five stacks of Nephalem Valor, and then killing a boss. While we’re seeing a lot of that occurring, what we’re missing is people feeling like it’s worthwhile to continue onward after killing a boss. To help hit that goal we’re lowering the number of guaranteed Rare items on bosses when you have your full five stacks of Nephalem Valor from two guaranteed Rares to one guaranteed Rare (you still have a very good chance at multiple rares, it's just no longer guaranteed). In exchange, all champion and rare packs will now drop a bonus guaranteed Rare item when you have your full five stacks of Nephalem Valor. The change benefits players with more overall drops, and a reason to push to continue progressing.
You Into the Group Thing?
We’re removing the bonus monster damage per additional player in a coop game. Our design goal is for players who prefer to play solo to be able to play solo, and players who prefer to play in groups to be able to play in a group. We feel the bonus monster damage per additional player is one of the biggest inhibitors to wanting to play with your friends. In a perfect world, single player and co-op would be absolutely equal, but that’s not attainable when you consider item properties such as “Life on Kill” or skills such as Archon which simply scale better when you are solo. Since the variety and breadth of game mechanics essentially dictate that solo vs. group play will never be 100% equal, our goal is to make them as close as possible but err on the side of coop in cases where we need to make adjustments. The inherent logistical requirements when forming up with other players and attempting to work together effectively warrants some added benefits.
Oh Yeah!
Inferno balance right now has a difficulty gap in which Act I feels about right, but Act II feels like trying to bust through a brick wall. In patch 1.0.3 we’re going to be lowering that wall by adjusting the damage and health of monsters in Inferno Act II, III and IV. We feel like Act I Inferno is in a pretty good place. Our design goal with Acts II, III and IV is to keep them challenging, but smooth the difficulty ramp out a bit. If a monk or barbarian is geared well enough that they can use a heavily offensive build and murder everything in Act I, they should be able to swap to a more defensive build and do okay in Act II. As they gear up they can begin adjusting back to becoming offensive in Act II, at which point they can jump into Act III with a focus on defense, and so on. Difficulty certainly ties into itemization, encounter and enemy tuning, and class balance, and all of these things together are going to paint a more reasonable difficulty curve as you hit Inferno in 1.0.3.
Paying for Your Mistakes
Current repair costs at level 60 are barely noticeable, and because of that we see a lot of people wonder if “graveyard zerging” tough enemies or “chain rezzing allies on a boss” is intended gameplay – it definitely is not. To help solve the issue we evaluated a number of new death mechanics, such as just allowing the resurrection timer to increase even higher, disallowing resurrection during boss fights, or putting a debuff on you when you resurrect (such as reduced combat effectiveness). Ultimately we felt that increasing repair costs was the best solution that preserves the fast paced style of the game. Repair costs on level 60 items are going to go up a lot. Our goal is the next time a player is graveyard zerging a boss, it should occur to them that “this is probably not an efficient way to go about things”. We’re currently evaluating repair costs between 4x and 6x their current values. In the face of increasing costs, we recommend listening to the Hardcore players out there as they probably have some helpful advice on how to minimize repair costs. Following this change zerging a boss will still be possible, but our intent is that it won’t be optimal, and players who are seeking to be as efficient as possible will adjust their item hunting routes accordingly.
Whoa, Whoa, Nice Shootin’ Tex
We’re fixing a number of bugs with Attack Speed, mainly related to the stat not working on some items, but we’ve also decided we need to reduce the effectiveness of Increased Attack Speed overall. Many players have commented that Increased Attack Speed is such a dominant stat they feel it’s required. While we don’t have an issue with there being important stats, Increased Attack Speed in particular has secondary effects on mobility in combat, resource generation and resource consumption. We want there to be options and considerations for how you gear up, and one uber trump-everything stat can really work against choice and options. There are two different solutions we’re considering to reduce the effectiveness of Increased Attack Speed. The first is to simply reduce the value on all the items to their desired values. In general our desire is to never change items as that makes them feel less concrete, but the upside is you would still be able to look at an item and know exactly what you are getting. The other approach is to change the formula used for attack speed aggregation so that stacking attack speed from multiple slots suffers from diminishing returns. The downside of that approach is that it introduces yet another hidden modifier on an item property (and many people dislike hidden modifiers), and complicates the already difficult decision of item gearing. We’re currently leaning toward the first solution, to simply reduce the value on items, but we’d be interested to read people’s thoughts on the problem.
Just
ThreeTwo Easy PaymentsWe previously hinted that Blacksmith and Jeweler costs are coming down, and overall it will be far more reasonable to train them up and craft items. The most dramatic reduction is on the combine costs for tier 2-8 gems. The gem combine costs for Perfect Square and above will remain unchanged.
Gem Quality
Previous Cost
New Cost
Flawed
3 Chipped + 500 gold
2 Chipped + 10 gold
Normal
3 Flawed + 750 gold
2 Flawed + 25 gold
Flawless
3 Normal + 1250 gold
2 Normal + 40 gold
Perfect
3 Flawless + 2000 gold + 1 Page
2 Flawless + 55 gold + 1 Page
Radiant
3 Perfect + 3500 gold + 2 Pages
2 Perfect + 70 gold + 2 Pages
Square
3 Radiant + 7500 gold + 1 Tome
2 Radiant + 85 gold + 1 Tome
Flawless Square
3 Square + 20,000 gold + 2 Tomes
2 square + 100 gold + 2 Tomes
Nerf Them, Buff Me
Class tuning is not a major focus for 1.0.3. There will be a small number of skills changes, but for the most part we want people to continue experimenting and enjoy their skills for a while. Our goal was and continues to be build diversity, and though we see quite a bit of build diversity, we think we can do much better. Class tuning will be an ongoing process, and we’re targeting the 1.1 patch for most class tweaks, with a focus on punching build diversity up a few more notches.
But What About…
While these are a few of the larger systems adjustments we’re making, the 1.0.3 patch will include many fixes, quality of life enhancements, Auction House improvements, and other changes. We hope you look forward to the patch as much as we do getting it out there, and again we appreciate your continued feedback. See you in-game!
Seems like a well put together set of changes/fix/balances. Though the thing about monster damage in a group has me pondering this question: Was the damage in a group of 4 in Inferno that harsh? Haven't been to inferno yet so i don't know anything about that point.
Thank you. Act 2 is so retarded. Monsters you can't even fight 1 shot you. That's not challenging, it's bad design.
It depends on the Act. Act 1 was perfect (I thought). If you could do Act 4 Hell, Act 1 Inferno was very difficult till you got a few upgrades. Then, after a while Act 1 inferno became easy (for the most part - fast "frog" elites are always challenging for a range class). Then you hit Act 2 and you can't even finish the first quest, cuz you're 1-shotted by any white mob. It's retarded.
No joke. Took me 10 tries as a petless WD to do the "audience with the emperor" quest, where you are ambushes by a ton of snake men. Every one is a 1-shot kill. I don't have enough CD's or CC's to take care of that.
What's funny for me, is that in Act 2, the elites are easier than the white mobs in some cases. I can survive 2-3 mortar elite hits in Act 2, but 1 shotted by a white insect. Really?
The difficulty ramp is simply too high. It's not fun. It's frustrating in that you can't control your death. It's inevitable because of bad design.
-------------------------------------------
Those who stand for nothing will fall for anything.
-------------------------------------------
If you go glass cannon as ranged, most shit will one shot you soloing, when grouped its garenteed.
I'm thinking there fixing this so groups can now have tanks like barbs and monks. They were just unable to do anything in groups.
Good fix for melee most def.
They did something like +15% per player
Other than that, great changes.
I'll actually be able to duo Inferno with a friend now. It was just plain stupid that duoing was 10x harder than soloing because mobs 1-shot you instead of 3-shotting you.
Yea i'm pretty worried about that =/
P.S, Not trying to whine just putting my point of view out there.
Ideally, with these changes you'll only be dying a lot if you're severely undergeared. In other words...
Now, you'll die a lot because stuff one shots you, regardless of gear. It's ok though, because you can just run back and keep chipping away at their HP, dying 4-5 times in the process.
After the patch, you'll only die if you're really undergeared. If you're properly geared, you'll die once, maybe twice, or probably not at all if you're skilled. Less deaths means less durability loss, means less repairs required but they cost more.
The point I'm trying to make is I think it'll ultimately balance out. Sure, if you're undergeared and trying to bruteforce it you're going to suffer. But if you're appropriately geared and playing well, you shouldn't notice much change.
But also, keep in mind that the NV stacks will still be an incentive to keep you in the current game, so if you run into a difficult mob you will still be evaluating your choices as to whether you should try press on or restart. At the moment, I often see teams only deciding to skip certain elite packs after dying multiple times to them. So the increased repair bill will actually make players think more carefully rather than throwing their corpses at them over and over again.
In my experience, 2 out of 3, if I die, and the boss or champions are not really close to the resurrect area, and I have a resurrect timer of over 3 seconds, I get to the baddie, and their life is completely healed! This has happened to me quite a bit, right now I'm in act 1 inferno, and if I get a very difficult mob, at times it gets so frustrating because I go back and they are at full health again, even if I was very close to killing them.
I don't know if this happens only with certain modifiers or attributes a boss has, like extra health, or extra fast, but it at times can be very frustrating, and my only hope at times becomes wotb, with insanity, and trying to kill before being killed.
But then again other times their health stays the same and you can just go and finish them off.....
Where there is truth, he must find.
Where there is destruction, he must rebuild.
Where there is love, he must protect."
World's Fair Exhibit
"God gave us memories, that in life's garden we may have June roses in December."
John Barrie
was waiting for a ridiculous post like this to show up. surprised it took as long as it did for it to happen. thanks for delivering!