Stan

Group Dynamics & Changes, Season 7 Rewards, Conquests, Haedrig's Gift, Death of 3-Support Meta

Sign in to follow this  

4 posts in this topic

FNKDCNLD25651460421136192.jpg

Bagstone's constructive feedback has received a lot of attention. Bluddshed talks about Season 7 rewards, Conquests and Haedrig Gift headstart in his newest video. Patch 2.4.2 release marks the end of the 3-Support meta. 

Group Dynamics & Upcoming Changes (Constructive Feedback)

Bagstone has submitted a quite well written feedback on the official forums on the upcoming change to end-game group dynamics sharing his own thoughts how to improve it even more. Here's his perspective along with a reply by Nevalistis.

Blizzard LogoNevalistis

Like so many others, I'm thrilled to hear all the changes coming to the "meta" this patch. While the thread was titled changes with regard to group dynamics, I think those changes also affect the game overall - not just in terms of groups, but also the general playstyle both in groups and solo. I hope this is not just an exception, but represents a turning point in game design, where just increasing 9 out of 10 numbers if one is too high isn't the only option. This development has driven us to a point where having a set (that usually gives around a 2000% increased damage bonus) is the difference between T1 and T7. Just adding that sixth item to your build should not enable you to leapfrog half of the entire difficulty scale; it makes you feel like you cheated your way through the RPG-like character progression you expect in a game like Diablo. But anyways, enough rambling, I'll sketch out my thoughts on the upcoming changes, issues that I think should be tackled next (especially in conjunction with the upcoming changes), and what else could be done to further improve the game.

RE: Problem/change 1 - party buffs are too powerful and will be reduced.

That is a great change. Further in the post it is argued that this will also "nerf" some solo builds and not only group dynamics, and the datamined information gives away that while many spells are changed from buffing group damage to buffing only a player's damage, the numbers are also changed (mostly from 20% to 15%). There's already an outcry (especially on Reddit) from solo players, but I'd like to remind everyone - players and developers alike - that those simple buff spells aren't good for the game. As someone who passionately played wizard in all of D3V, I vividly remember how there were three fixed spells on every player's bar: Familiar - Sparkflint, Magic Weapon - Force Weapon, and Energy Armor (with Pinpoint Barrier as offensive choice). Those three buttons were pressed every 10 minutes, and then left alone. It led to a very boring playstyle where you would at most use 3, maybe only 1-2 buttons on your bar (especially for the popular perma Archon build). The feedback was unanimous: Please remove those boring buffs and give us alternatives; especially, utility spells. While the buffs weren't removed, the other runes became more interesting features, and a new spell was introduced in RoS (Black Hole).

Therefore, in addition to this change, here's how the development could take it a few steps further:

 
  • Change spells to have interesting effects that then benefit the players, rather than just boring "20% increased damage" or "25% reduced damage". A good example for this is the Crusader class which has a lot of buffs, but they are not simple buffs: the Laws have an active and a passive component, which means you have interactivity. The biggest buff (Judgment-Resolved) was a side-effect of mobs being CC'ed. Most importantly, almost all Crusader spells have a cooldown, so they're not spammable effects or 10 minute buffs, but they can be built into a rotation.
  • Make player buffs more transparent (both in party but also for a single player). The "additive vs multiplicative" discussion is unnecessary in a game that is meant to be just about slaying monsters and not about maths (especially due to the fact that no combat log or LUA interface is provided). In addition to reducing all buffs from 20% to 15%, I hope the next PTR's patch notes will also state that all buffs from now on belong to the same category; or at least if they come from the same source. For the majority of players this intransparent distinction is alienating, misleading, and can actually lead to a bad game experience. Other options would be to indicate (through color or a little letter in-game) which category a buff belongs to, or at least provide a "target dummy" in town, or... a combat log ;-)
  • I'm not sure it's necessarily a good idea to scrap *all* party buffs. It might lead to party setups where there is no synergy and 4 people just spread out over the map and fight "on their own", and proximity doesn't matter at all anymore. More than damage buffs, the damage reduction buffs just went too far. There were (and still are) so many 50% damage reduction buffs (or higher) in the game - in spells, on gear, and from gems - that the multiplicity of those created inflated numbers for toughness. I peaked 12 billion toughness on my casual support monk in S5, and I assume high-end groups in S6 can go even much further if they wanted to. And this does not include the damage reduction we don't see (the one on mobs, like Blinding Flash-Crippling Light). For example, you jump from 50m toughness to 112.5m by having just two of those multiplicative 50% buffs (e.g., Aquila Cuirass and DMO 4 piece set bonus). That's an increase of 125% in toughness. With the new damage multiplier per GR tier being 2.338% after GR71 (since 2.4.1), that means your toughness value skips a whopping 35 (THIRTYFIVE) GR levels. Just by adding two buffs. TL;DR: Don't just nerf party buffs, nerf buffs overall. One buff shouldn't make a difference of 15-20 GR levels!
  • Keep in mind that it's not only party buffs that are the reason for bringing support classes. In Season 1, there were only two support classes (WD+Crusader) and two DPS characters (both DH), but the main purpose of the supports was perma-stun (WD) and long-range pulling with the horse (Crusader). It seems like you got this covered based on some of the comments and datamined changes (damage reduction buffs reduced, healing reduced), but just as a reminder that all those fall in the "utility" category. I can't speak for everyone, but I personally think having 4 classes do nothing but DPS would also not be much more enjoyable than what we've seen before. Some sort of support is nice to have, and especially the utility of pulling mobs with you *under some circumstances* should prevail. The ability to create density where there is none helped us to tackle with the randomness of rifts and reduced the amount of fishing to some extent, and it would be unfortunate for that to be completely taken away and turn us all just into mindless non-tactical killing machines. However, the current pulling abilities go a bit too far, of course - which I'll bring up in the next point.

Hey Bagstone! I just wanted to take a moment to say this is an awesomely written, well-thought out example of feedback. Definitely passing it on, and while I can't promise anything, I wanted you (and the community) to know how much we value such well-constructed posts. We appreciate your analytic and detailed perspective.

As a somewhat related aside, we just don't have time to comment on every thread. Simply put, there's a TON of feedback to go through and a whole lot more of you than there are us! While we can always improve our communication, responding to everything just isn't feasible. So when we get a bit quiet, rest assured it's because we've got our collective noses to the grinder, not that we aren't listening or reading.

(Source)

Season 7 Rewards, Conquests, Haedrig's Gift Changes

With Season 7 around the corner, we've already showcased conquests, Zadina wrote about Seasonal Journey changes and now, we'll be going through rewards. A new demonic unicorn pet will be awarded along with a snowy portrait in the upcoming Season. Bluddshed has uploaded a video telling us more about the above-mentioned topics. Headstart classes are also mentioned based on the initial set they get as a reward.

The Death of 3-Support Meta

Rhykker talks in his newest video about one of the most crucial changes coming with 2.4.2 based on his current PTR testing. The new patch release will mark the end of the 3-support end-game meta. Make sure to check out the video if you don't have time to keep up with all the patch notes.

 

Share this post


Link to post
Share on other sites
21 minutes ago, Varric said:

How "around the corner" is S7?

I haven't heard an official date.

I suppose Season 6 will come to a close end July. There has always been a rollover (the period when one Season ends and a new begins) with a two-to-three-week duration. Currently the new Season is being tested on the Public Test Realm.

Hence if my calcualations are correct, Season 7 should go live mid August and would end somewhere in mid November.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By positiv2
      This thread is for comments about our Wizard DMO Energy Twister Build.
    • By positiv2
      This thread is for comments about our Monk Tempest Rush Build with Sunwuko set.
    • By Stan

      Save up to 50% off Diablo III for select platforms from March 27 through April 16!
      Blizzard (Source)
      What’s better than FRESH MEAT? Fresh discounts, of course! Whether you’re just starting your journey or continuing your adventures in Sanctuary, enjoy these savings of up to 50% off Diablo III for select platforms.
      PC / Mac
      Diablo III ($9.99) Diablo III: Reaper of Souls ($9.99) Diablo III: Battle Chest ($19.99) Rise of the Necromancer Pack ($9.99) Sale begins March 27 and ends April 9 Xbox One
      Diablo III: Eternal Collection ($29.99 w/ Xbox Gold Subscription) Sale begins March 27 and ends April 9 Rise of the Necromancer Pack ($9.74 w/ Xbox Gold Subscription) Sale begins April 10 and ends April 16 Xbox 360
      Diablo III: Ultimate Evil Edition ($15.99 w/ Xbox Gold Subscription) Sale begins March 27 and ends April 9 These deals are only available for a limited time, so get them while you can. Good luck in Sanctuary, and have fun!
    • By positiv2
      This thread is for comments about our Necromancer Generator Build with Grace of Inarius set.
    • By Stan

      Blizzard is celebrating the four-year anniversary of Reaper of Souls and there's a giveaway on r/Diablo! Win 20 Diablo velctro patches that were given out at BlizzCon 2017 for playing the Diablo demo.
      All you need to do in order to participate is to post a top-level comment until April 1 with your (least) favorite change that has come to Diablo 3 here.
      Placeholder for tweet 978094911605084160 Reddit (Source)
      Happy four year anniversary since the release of Reaper of Souls! The first and only expansion for Diablo 3, it was preceded by about a month by Patch 2.0, which changed a number of gameplay systems in Diablo 3 like Loot 2.0, Paragon 2.0, Difficulty System Rework. The Reaper of Souls then arrived in Sanctuary as Malthael captured the Black Soulstone, becoming the Aspect of Death. The expansion brought:
      A new class, the stalwart Crusader Level cap raised to 70 New items/powers only for level 61+ characters. Act V - Westmarch, Blood Marsh, and Battlefields of Eternity as some of the main locations Adventure Mode - Bounties, Nephalem Rifts The Mystic - Enchanting and Transmogrification Kadala and Blood Shard Gambling - The greatest evil of them all With that being said, we’re here to remember all the changes that have come to Diablo 3 since release, whether it was the introduction of the Infernal Machine, Brawling, Legendary Gems, or the removal of the Auction House, Invulnerable Minions, or the rework of Crafting Materials, Bounties, or Reflect affix.
      We’ve got 20 Diablo velcro patches to give out. They were given out at BlizzCon 2017 for playing the Diablo demo. To be eligible to win, just post a top-level comment below with your favorite (or least favorite) change that has come to Diablo 3. If you need a refresher on all the changes, check out the condensed patch notes.
      Some additional rules:
      You can only enter once. Your reddit account must be at least one month old by the time of this posting (i.e. created before February 25, 2018). All countries are eligible, although I’ll be shipping from the US, so it may take some to get to some parts of the world. Winners will be chosen randomly. Contest ends on April 1st, 11:59 PM PDT.