Monster Power Bonus Damage Reduced in Inferno
Blizzard has reduced the bonus damage some mobs did with increased Monster Power on Inferno. Check the table below for the precise numbers.
As the title suggests, we're going to be reducing the amount of damage monsters do in Inferno whenever Monster Power is enabled. Before I detail what's changing, though, let me first explain why we're making some adjustments.
When we originally designed and implemented the bonus values for monster damage in Inferno, we were unaware that a bug was causing monster abilities (i.e. Rare and Champion affixes) to not scale correctly with each Monster Power level. While this bug was caught during testing and did not make it into the game, the result of it being fixed meant that monster damage -- specifically damage done by monster abilities -- was ultimately higher at MP1 through MP10 than we intended it to be when 1.0.5 released.
So, to bring monster damage back in line with our original goals for the system, we're implementing a hotfix that will reduce the scaling bonus to monster damage in Inferno difficulty by approximately 25% for all Monster Power levels.
Here are the new damage values that will be hotfixed in for each MP setting:
MP1: 109.60% (down from 114%)
MP2: 120.12% (down from 130%)
MP3: 131.65% (down from 148%)
MP4: 144.29% (down from 169%)
MP5: 158.14% (down from 193%)
MP6: 173.32% (down from 220%)
MP7: 189.96% (down from 250%)
MP8: 208.20% (down from 285%)
MP9: 228.18% (down from 325%)
MP10: 250.09% (down from 371%)
Please note that these changes will only apply to monster damage in Inferno difficulty. Monsters in Normal, Nightmare, and Hell will be unaffected and continue to use their current values.
This hotfix is currently scheduled to be released tomorrow morning during normal Tuesday maintenance in the Americas, which means the new bonus damage values in Inferno will take affect once the game servers come back online.
Even with insanely high defenses, only certain builds with the best equips can handle mp7 and up. Blizz's philosophy for the game has been to promote build diversity without forcing players to play a certain way to overcome challenging content.
All this change does is reduce the need to play a specific way. I for one see no problem with this move. Plus, this isn't a change because of players bitching and moaning about how hard higher mp levels are, it was because of a bug! That, you could say is Blizz's fault.
Don't get me wrong, a lot of the players who have spent millions on items to beat higher mp levels will be upset that they won't need that gear as much now, but that group of people is a small minority. Even so, that specific minority of people will still have the pvp patch to look forward to : )
The only problem with higher MP is how stupid long some of the elite fights take. MP3 is easy, on a damage level, but things just take too long to kill on MP4.
Even with insanely high defenses, only certain builds with the best equips can handle mp7 and up. Blizz's philosophy for the game has been to promote build diversity without forcing players to play a certain way to overcome challenging content.
All this change does is reduce the need to play a specific way. I for one see no problem with this move. Plus, this isn't a change because of players bitching and moaning about how hard higher mp levels are, it was because of a bug! That, you could say is Blizz's fault.
Don't get me wrong, a lot of the players who have spent millions on items to beat higher mp levels will be upset that they won't need that gear as much now, but that group of people is a small minority. Even so, that specific minority of people will still have the pvp patch to look forward to : )
really, I think you make no sense here. nobody was whining about the higher damage (crazy uh?) and blizz nerf the difficulty, again. Where's the challenge in the game now?People will be farming MP10 in a month this way...
Casual gamers won again?
Did you not even read anything I said, or the note explaining that the current %damage value was not intended, but was in fact caused by a bug? It was a mistake the programmers made, and its being corrected. It has nothing to do with public outcry. How difficult is this to understand?
Whilst I find it strange that they're nerfing something that doesn't really need to be nerfed, this in no way makes up for the horrendous lack of reward for MP7+ to begin with.
As it stands, the completing higher tier MP levels is mostly for that extra challenge and bragging rights, simply because if you're farming for items you're better off doing so at lower MP levels for faster and more efficient runs. The risk to reward ratio at MP7+ is just not worth it, and nerfing the damage won't change that.
In fact nobody cried...the only one time in the life of this game!!
I understand the fact that abilities were doin much more damage than intended, then adjust that but dont change the overall damage output. Fact is I'm tired of seeing this game being nerfed : (
MP are just perfect becouse you can choose how to play...why NERF em :\
This is a quote directly from the blue text above, which you neglected to read.
"When we originally designed and implemented the bonus values for monster damage in Inferno, we were unaware that a bug was causing monster abilities (i.e. Rare and Champion affixes) to not scale correctly with each Monster Power level. While this bug was caught during testing and did not make it into the game, the result of it being fixed meant that monster damage -- specifically damage done by monster abilities -- was ultimately higher at MP1 through MP10 than we intended it to be when 1.0.5 released."
Stop posting about how they're nerfing things. Lesson to learn, read before you post.
Ugh, I didn't mind the damage. If they nerfed the mob HP and kept the damage, I'd be really happy. Oh, well. I actually didn't even anticipate any changes, but I guess there are a ton of upset people (as seen in this thread).
If anything I would have raised the damage and lowered the HP pools slightly. the 25% dmg reduction was their original intention as they had said before the patch...however I was under the impression it would just be implemented when 1.05 came out.
I really don't see this as being a needed change...dmg wasn't the problem at all it was more just taking 'x' amount of time to kill the mobs due to high HP pools.
These line of thoughts is what made the game the mess it is. Because some spoiled brats think that being better at a game makes them superior to others. Look Mr Hardcore....whats wrong with casuals? Have you ever realised that some people might not even have the gear required to do MP1. And you talk about challenge? You used to play MMORPGS right? Cause challenge on a ARPG (aka hack and slash) is where your gear/spells allow you to do. You selfish people want everything, want companies to change games on the fly cause "you got lucky on farming". Look, do us a favor, want a challenge? Go do MP10 in all blue gear. Oh wait , i bet you dont want to, right?
xD you're funny bud... If people don't have the gear to do MP1 they still have MP0, am I wrong? And that's it becouse everybody can MP0 otherwise they can't even beat inferno.
I play no MMORPGS, nay. Seems to me that peple that "want companies to change games on the fly cause "you got UNLUCKY on farming" " are the QQers also casual gamers, which don't accept to play at lower difficulties and want everything now.
No need to go mad btw.
at nithility89
Seems that you can't read either
"So, to bring monster damage back in line with our originals goals from the system, we're implementing a hotfix that will reduce the scaling bonus to monster damage in Inferno difficulty by approximately 25% for all Monster Power levels."
this means that all the damage not only the abilities will be nerfed.
Still haven't learned yet, have we? If you read the blue post, it states that the current damage values are incorrect and are causing more damage than intended because OF A BUG. LEARN TO READ FFS.
I like these changes. The MP10 still is for few and the high HP will make for very few ones farming the right way. Still, you can now drop some defenses and go more to damage, alleviating the HP too high problem that so many ppl are crying about.
Even with insanely high defenses, only certain builds with the best equips can handle mp7 and up. Blizz's philosophy for the game has been to promote build diversity without forcing players to play a certain way to overcome challenging content.
All this change does is reduce the need to play a specific way. I for one see no problem with this move. Plus, this isn't a change because of players bitching and moaning about how hard higher mp levels are, it was because of a bug! That, you could say is Blizz's fault.
Don't get me wrong, a lot of the players who have spent millions on items to beat higher mp levels will be upset that they won't need that gear as much now, but that group of people is a small minority. Even so, that specific minority of people will still have the pvp patch to look forward to : )
are you kiding me? I have crap gear and I could stand in molten and jump through arcane beams like they're nothing in MP6. Please don't complain about the haves vs the have-nots.
On the fact that it's a bug (apparently). If that's the case, why aren't they fixing it in normal as well? Reading between the lines it sounds like they're throwing out "herp derp, it's a bug" just to appease the people wanting a harder game. If it's really a bug, why don't they fix the bug instead of just nerfing damage across the board? It doesn't sound like a bug fix to me....
I don't really see the problem here. They've moved back the damage values to what was intended. For those that aren't drowning in gold, things just got better for them. For people with more money they can count, and constantly whine about stuff like this, go up another Monster Power.
Since the goal of this system isn’t to make the game ultra-hard, with each Monster Power level there's a heavy emphasis on increased monster health rather than monster damage. This is because, in general, it's more fun to find ways to maximize your damage than it is to be forced into taking every available form of damage mitigation. We also didn't want to create situations where "hard to beat" could become "impossible to beat" because players couldn't survive long enough to make any progress. In our testing, we found that while scaling up monster damage certainly made some fights more challenging, it did so in unfair ways…and also made it quite easy for heroes to be one-shot. Increasing the health of monsters, on the other hand, allowed the game to scale up in difficulty more naturally and in a way that still felt manageable.
By now, some players have reached a point where they can kill monsters so fast that even Inferno provides almost no challenge, and enemies die as soon as they appear on the screen. For these players, the bottleneck for efficient farming is actually the speed at which they can traverse the map rather than how well they can dispense with enemies.
This is where Monster Power can shine. Players who can clear every Act of Inferno without much problem can increase their Monster Power for a more enjoyable and interesting challenge -- as well as better rewards -- and keep pushing their limits all the way up to Monster Power 10. Will some players be able to kill Diablo on Monster Power 10 as soon as 1.0.5 goes live? Absolutely. Will that be the most efficient Monster Power level at which to farm items? For most, probably not. Monster Power allows each individual decide what that "sweet spot" is for them.
People claiming that MP10 will be too easy now are missing the point. They may be able to beat the game in MP10, but they can't farm it, because their gear isn't good enough. Spending a million years killing each champ pack is not how MP10 is meant to be experienced, it's designed to be played with incredible statistically perfect DPS. Whether or not the rewards are sufficient at the very top level of gear still remains to be seen.
One of the very first lessons Blizzard learned about Inferno after release is that having enemies with super high damage is not a fun difficulty model. All it does is enforce crazy defense stacking and restricts build variety. Nobody liked it, so they scrapped the notion of having an ultimate challenge to overcome and instead focused on challenging players to maximize their efficiency.
So, to bring monster damage back in line with our original goals for the system, we're implementing a hotfix that will reduce the scaling bonus to monster damage in Inferno difficulty by approximately 25% for all Monster Power levels.
From the developer journal:
As it happens, we’re going to reduce all damage in Inferno by at least 25%.
Blizzard has reduced the bonus damage some mobs did with increased Monster Power on Inferno. Check the table below for the precise numbers.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
When we originally designed and implemented the bonus values for monster damage in Inferno, we were unaware that a bug was causing monster abilities (i.e. Rare and Champion affixes) to not scale correctly with each Monster Power level. While this bug was caught during testing and did not make it into the game, the result of it being fixed meant that monster damage -- specifically damage done by monster abilities -- was ultimately higher at MP1 through MP10 than we intended it to be when 1.0.5 released.
So, to bring monster damage back in line with our original goals for the system, we're implementing a hotfix that will reduce the scaling bonus to monster damage in Inferno difficulty by approximately 25% for all Monster Power levels.
Here are the new damage values that will be hotfixed in for each MP setting:
MP1: 109.60% (down from 114%)
MP2: 120.12% (down from 130%)
MP3: 131.65% (down from 148%)
MP4: 144.29% (down from 169%)
MP5: 158.14% (down from 193%)
MP6: 173.32% (down from 220%)
MP7: 189.96% (down from 250%)
MP8: 208.20% (down from 285%)
MP9: 228.18% (down from 325%)
MP10: 250.09% (down from 371%)
Please note that these changes will only apply to monster damage in Inferno difficulty. Monsters in Normal, Nightmare, and Hell will be unaffected and continue to use their current values.
This hotfix is currently scheduled to be released tomorrow morning during normal Tuesday maintenance in the Americas, which means the new bonus damage values in Inferno will take affect once the game servers come back online.
Ha. Bagstone.
Why?
Even with insanely high defenses, only certain builds with the best equips can handle mp7 and up. Blizz's philosophy for the game has been to promote build diversity without forcing players to play a certain way to overcome challenging content.
All this change does is reduce the need to play a specific way. I for one see no problem with this move. Plus, this isn't a change because of players bitching and moaning about how hard higher mp levels are, it was because of a bug! That, you could say is Blizz's fault.
Don't get me wrong, a lot of the players who have spent millions on items to beat higher mp levels will be upset that they won't need that gear as much now, but that group of people is a small minority. Even so, that specific minority of people will still have the pvp patch to look forward to : )
Did you not even read anything I said, or the note explaining that the current %damage value was not intended, but was in fact caused by a bug? It was a mistake the programmers made, and its being corrected. It has nothing to do with public outcry. How difficult is this to understand?
As it stands, the completing higher tier MP levels is mostly for that extra challenge and bragging rights, simply because if you're farming for items you're better off doing so at lower MP levels for faster and more efficient runs. The risk to reward ratio at MP7+ is just not worth it, and nerfing the damage won't change that.
This is a quote directly from the blue text above, which you neglected to read.
"When we originally designed and implemented the bonus values for monster damage in Inferno, we were unaware that a bug was causing monster abilities (i.e. Rare and Champion affixes) to not scale correctly with each Monster Power level. While this bug was caught during testing and did not make it into the game, the result of it being fixed meant that monster damage -- specifically damage done by monster abilities -- was ultimately higher at MP1 through MP10 than we intended it to be when 1.0.5 released."
Stop posting about how they're nerfing things. Lesson to learn, read before you post.
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I really don't see this as being a needed change...dmg wasn't the problem at all it was more just taking 'x' amount of time to kill the mobs due to high HP pools.
What a waste.
Still haven't learned yet, have we? If you read the blue post, it states that the current damage values are incorrect and are causing more damage than intended because OF A BUG. LEARN TO READ FFS.
are you kiding me? I have crap gear and I could stand in molten and jump through arcane beams like they're nothing in MP6. Please don't complain about the haves vs the have-nots.
On the fact that it's a bug (apparently). If that's the case, why aren't they fixing it in normal as well? Reading between the lines it sounds like they're throwing out "herp derp, it's a bug" just to appease the people wanting a harder game. If it's really a bug, why don't they fix the bug instead of just nerfing damage across the board? It doesn't sound like a bug fix to me....
blaming everything on the mythical casual isn't gonna make your problems go away
People claiming that MP10 will be too easy now are missing the point. They may be able to beat the game in MP10, but they can't farm it, because their gear isn't good enough. Spending a million years killing each champ pack is not how MP10 is meant to be experienced, it's designed to be played with incredible statistically perfect DPS. Whether or not the rewards are sufficient at the very top level of gear still remains to be seen.
One of the very first lessons Blizzard learned about Inferno after release is that having enemies with super high damage is not a fun difficulty model. All it does is enforce crazy defense stacking and restricts build variety. Nobody liked it, so they scrapped the notion of having an ultimate challenge to overcome and instead focused on challenging players to maximize their efficiency.
From the developer journal:
Edit: For clarity