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Starym

List of Patch 2.6.7 Issues

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The Diablo 3 team got some feedback from Ulmaguest over on the official forums and replied to all the concerns. The Era will get re-reset after the balance patch before season start, Bazooka Wiz is still an issue but probably won't be addressed this patch/season and the Blighter mobs may get nerfed again. We also found out we'll be getting a blog with details on the GR cap and general game balance.

Blizzard Logo2.6.7 Issues (source)

  1. This one’s important. Nerf Bazooka - You guys moved the timing around but the bug is still there. If you want to move the game away from speed 150’s you still have work to do on Wizard. The interaction between Archon and Starpact is clearly broken. I say that as someone who has played Wiz for several seasons in a row and used it extensively. It’s broken. We used it because you said it was OK for us to use. But we all knew it was too powerful. Either buff 2-3 other trash clearers to the same level or kill it. You don’t have a choice really.

  2. Nerf Blighter / Thorns. Blighter is still busted on Thorn procs. No one wants to feel like they have to spawn this boss to get a good clear time.

  3. Inter class balance, Barb / Monk is still undertuned compared to the rest (and I’m not talking about likely exploits you guys let slip to live, there’s a bug report already on Fjord Cutter for Barbs).

  4. Reset the Era Leaderboard properly. You reset the LB then let everyone register clears to the new leaderboard using the old patch. I don’t have to tell you why that’s messed up.

  5. Crusader doing 150 solo, 150 2 player, 150 3 player. If the goal is to move everyone to farm 150 in all game modes then ok. Otherwise this is clearly overtuned.

I mean no ill will with my post. Just want to point out that these issues are still here, and plaguing the game.

We, the community, always point this stuff out to you because we care. If you need help testing this stuff we’re always happy to help.

 

Whew, okay, let’s see if I can address these.

  1. Bazooka - we definitely consider this an issue (as I’m sure you can see from our last change), but it’s proving trickier to address than we anticipated. While Bazooka is harder to execute now, we don’t like that a build more or less requires macros to use effectively. This is something we want to address, but it’s looking like that will be a longer term process beyond 2.6.7.
  2. We did make a change to Blighter for this reason in 2.6.7. If this wasn’t enough, we’ll continue to re-evaluate.
  3. We’ll be releasing a small balance patch between now and the start of Season 19 to address some of the balance concerns the community has brought to us. Still getting the final details on exactly what this entails. Stay tuned.
  4. Because we’ll be releasing a small balance patch, we’ll be resetting the Era again. We’re just waiting for that to happen first. ?
  5. See point #3. This is also one of our areas of concern. We don’t want to “nerf it to the ground,” but we do want to pull it back. If AoV continues to need adjustments afterwards in either direction, we’ll keep looking at it in the long run, too. Sometimes finding the right balance takes us a few tries, and we appreciate your patience with us while work to get things where they need to be.

I know it doesn’t always look like we listen or act immediately on feedback, and we can’t always act this fast; we’ve had a lot of conversations over the past couple of days regarding 2.6.7 and the areas where we could improve. Having a larger gap between patch and Season launch is serving us well in this regard.

Lastly, I want to mention I’m working with the development team on a blog that focuses on Greater Rift Level Cap and our philosophy/approach around game balance. I think there’s some context the community is missing in our approach, and we want to explain this better and more clearly—it’s just going to take some time for me to put that communication together. I’m not trying to be mysterious; I just want to make sure we’re taking the time necessary to make things clear.


 

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I just wish they tweaked numbers so classes were actually close, and you can make a class choice based on your favorite flavor, not on if you want to "do well."

The barb is my all time favorite, but I know if I create a barb, I'm not getting anywhere near as far as a wizard or necro or other top class of the season.

I did the top tier wizard build last season and it was ridiculous how quickly I was melting high level greater rifts with less than optimal gear. But the gameplay was essentially numlocking my skill and mindlessly scroll-wheeling across the map. That is the gameplay that is best rewarded. Welp.

#savethebarbs

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2 hours ago, TyZone said:

I just wish they tweaked numbers so classes were actually close, and you can make a class choice based on your favorite flavor, not on if you want to "do well."

The barb is my all time favorite, but I know if I create a barb, I'm not getting anywhere near as far as a wizard or necro or other top class of the season.

I did the top tier wizard build last season and it was ridiculous how quickly I was melting high level greater rifts with less than optimal gear. But the gameplay was essentially numlocking my skill and mindlessly scroll-wheeling across the map. That is the gameplay that is best rewarded. Welp.

#savethebarbs

While I understand what you mean and somewhat agree, I don't personally think there's a reason for all classes in RPGs to be the same power, unless playing in a group is critical to the game (which it isnt in D3). Why wouldn't you play barb? See how might you can push it in its current state. D2 and D1 were neeeeever balanced on any level whatsoever (to the point where you had to reroll a sorc if you didnt get some specific barb drops by the time you got half way through hell, so you could get some barb gear with sorc farming hell).

I think developers spend waaaaaaaaaaaaaaaay too much time focusing on balance and it costs us better game mechanics and other upgrades (i'm not talking about d3 specifically) mostly due to the community crying over their favorite class being "weak". In an MMO like WoW that makes sense since if your class is weak you cant raid, M+ or PvP, but in an ARPG it's just... silly. The classes are close enough in d3 with the (shitty) GR system, as you're really not gaining any additional rewards for doing 5-10 better GRs (because those 1-2% additional bonuses from legendary gems really aren't that releveant).

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3 hours ago, Starym said:

In an MMO like WoW that makes sense since if your class is weak you cant raid, M+ or PvP, but in an ARPG it's just... silly.

Even in an MMO it doesn't make that much sense, in fact it has lead to the complete homogenization of class design and very constrained raid boss design (which ironically further reinforces the problem).

Imagine how much more interesting playstyles/classes we could have if everything wasn't so laser-focused on individual performance (aka DPS numbers).

Synergy has been completely sacrificed on the altar of dps balance, I'm not going to claim classic does this much better but we could do with more things like enhancement shaman totem spammer rather than less.

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In all seriousness tho, i think they did that on purpose. Based on the queue times on ptr VS before s18, there were not nearly as many players testing things. (Either that, or blizz really upped their server park for ptr). Rather than making a new ptr build they decided to go live untested - and they were right, because more ppl will cry on an OP build than test said build in ptr... Some sader enthusiast say saders didnt were in focus for years... Condemn and LoD Blessed Shield: ám i joke to you? 

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On 11/14/2019 at 4:23 PM, Starym said:

While I understand what you mean and somewhat agree, I don't personally think there's a reason for all classes in RPGs to be the same power, unless playing in a group is critical to the game (which it isnt in D3). Why wouldn't you play barb? See how might you can push it in its current state. D2 and D1 were neeeeever balanced on any level whatsoever (to the point where you had to reroll a sorc if you didnt get some specific barb drops by the time you got half way through hell, so you could get some barb gear with sorc farming hell).

I think developers spend waaaaaaaaaaaaaaaay too much time focusing on balance and it costs us better game mechanics and other upgrades (i'm not talking about d3 specifically) mostly due to the community crying over their favorite class being "weak". In an MMO like WoW that makes sense since if your class is weak you cant raid, M+ or PvP, but in an ARPG it's just... silly. The classes are close enough in d3 with the (shitty) GR system, as you're really not gaining any additional rewards for doing 5-10 better GRs (because those 1-2% additional bonuses from legendary gems really aren't that releveant).

Definitely get what you're saying - when I looked back at my comment I laughed and thought "I'm a shaman."

With that said if they stopped obsessing over number tweaking to focus on mechanics, then what I would like to see is apples, oranges, pears, and plums in my game. What I mean is, if I play as a wizard, I would expect to do crazy damage, but be flimsy and delicate. If I play a barbarian, I expect to do less damage, but be able to wade through enemies unpunished until fatigue sets in for me. The problem I feel is they gave every class this "damage reduced by 50%" stuff, which makes nearly every class the same in terms of durability, then it comes down to who has the better mobility and damage. I'd be all for a barb, for instance, to not be able to kill as many things quickly in solo, but as compensation I'd also expect him to be less fragile. I think a lot of this was resulted from power creep and ridiculous 15,000% values and whatnot.

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    • By Staff
      Blizzard has posted an official preview of Diablo 3's upcoming Season 34 that starts on January 24!
      The ongoing Season 33 ends on January 19. Season 34 reintroduces the Light's Calling Season theme, which means players can obtain Angelic Crucibles, consumables that may be used to Sanctify any Legendary item, infusing it randomly with one of three new class-specific powers. Cosmetic rewards for the patch are as follows:
      Completing the Season 34 Guarian journey grants the Book of Cain pet and the Lost Civilization Portrait Frame.
      Haedrig's Gift will award you with the following sets in Season 34:
      Barbarian - Horde of the Ninety Savages Crusader - Aegis of Valor Demon Hunter - Gears of Dreadlands Monk - Patterns of Justice Witch Doctor - Mundunugu’s Regalia Wizard - Typhon’s Veil Necromancer - Masquerade of the Burning Carnival For more information about Season 34, check out the official blog post below.
      (Source)
      Sanctuary needs you to answer its call for aid in Season 34: Light’s Calling. Starting on January 24 at 5 p.m. PST/CET/KST, Nephalem can harness the power of the Light’s Calling theme, which first debuted with Season 27. For an in-depth look at what’s coming, take a gander below. Also, Season 33 will officially come to an end on January 19.
      Seasonal Journey
      Season Theme
      Season Cosmetic Rewards
      Season Journey Rewards
      Seasonal Conquest
      Haedrig’s Gift
      Season Theme
      Looking to turn the tide of an unremitting war between light and darkness, the Angels of the High Heavens have embedded a token of their righteousness in Sanctuary. Cunning Nephalem seeking an advantage in combat will undergo an angelic trial, crystallizing a symbol of their morality into pure, otherworldly perfection. The specific celestial force imbued within by the divine is unknown—an answer waiting to be sought on the battlefield. Go forth, Nephalem!
      Season 34 reintroduces Light’s Calling. Valiant Nephalem who recover Angelic Crucibles, a new consumable item, may use them to Sanctify any equippable Legendary item, infusing it with one of three new class-specific powers at random. We wanted to use Angelic Crucibles to lean into the expertise of each class, further exemplifying its respective prowess, but through a nuanced lens. The High Heavens are home to ethereal splendor, bursting with boundless radiance—we wanted to provide players with a taste of untainted power as doled out from Heaven itself.
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      Season Cosmetic Rewards
      In Season 34, awards originally available from Season 10 are returning. In addition to the Head and Shoulder slots of the exclusive Conqueror Set, you’ll be able to earn the Black Soulstone themed portraits and the scholarly Loremaster pennant first introduced in Season 10.

      However, we know it’s nice to have something new to aim for if you’ve participated in previous Seasons. We’re continuing to provide new End of Journey rewards as introduced in Season 17, with two new cosmetic ones for those who complete the entirety of the Season journey. Prove your worth alongside the Shades of the Nephalem and complete the Season 34 Guardian Journey to earn the Book of Cain pet and the Lost Civilization Portrait Frame.

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      Season Journey Rewards
      If you’ve been diligently slaying demons before and reached Conqueror in the Season Journey each time, you’ve surely accrued a few extra stash tabs. You’ll earn one additional tab each Season by finishing the Conqueror tier, up to a maximum of five:
      Guardian of Sanctuary: Finish a level 70 Nephalem Rift on Torment XIII difficulty within five minutes. Gem of My Life: Level three Legendary Gems to level 55. All I Do is Win: Complete two Conquests this Season. Life Goes On: Kill Maghda at level 70 in under 15 seconds on Torment XIII difficulty. Money Ain’t a Thang: Slay Greed on Torment XIII difficulty. Treasure Goblins outside of Nephalem Rifts will sometimes open portals to Greed’s domain, The Vault. Take U There: Reach Greater Rift Level 60 Solo. Greater Rift keystones can be obtained from any Nephalem Rift guardian. Power Amplification: Use Kanai’s Cube to augment an Ancient Legendary item with a level 50+ gem. Cubic Reconfiguration: Use Kanai’s Cube to reforge a Legendary item. Return to Top
      Seasonal Conquest
      Seasonal Conquests are additional goals you can complete as part of our Season Journey. To earn all the cosmetic rewards, you'll need to complete at least three of the Conquests below. The challenges available in Season 34 include:
      Sprinter and Speed Racer task you with completing Acts I through V at max level in under one hour. Want to go fast while killing things? Boss Mode and Worlds Apart are right up your alley. On A Good Day and I Can’t Stop are making a return, if leveling your Legendary Gems is more your thing. Finally, if you’re keen to prove your mastery of various Class Sets, Years of War and Dynasty will be returning along with Masters of the Universe and Masters of Sets. Best of luck! Return to Top
      Haedrig’s Gift

      Finally, the Class Sets rewarded for completing certain chapters in the Season Journey courtesy of Haedrig’s Gift have rotated once more. We’ve listed the available Sets below. For those new to Seasons, here’s how it works.
      Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig’s Gifts. These contain a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!
      The set you receive depends on the class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character. In this season, Haedrig's Gift will grant all-new class sets introduced with previous Seasons.
      Here are the sets granted by Haedrig’s Gift in Season 34:
      Barbarian - Horde of the Ninety Savages Crusader - Aegis of Valor Demon Hunter - Gears of Dreadlands Monk - Patterns of Justice Witch Doctor - Mundunugu’s Regalia Wizard - Typhon’s Veil Necromancer - Masquerade of the Burning Carnival Return to Top
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