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On Diablo III Balance Changes

A Game Design Update on the Diablo III Website speaks of player comments about balance in Blizzard's action/RPG sequel, and offers an overview of their philosophy towards tweaking the game. They offer some statistics on how the game is being played, say the next patch will be mainly to address service issues, and that the version 1.03 patch that will follow will offer their first-post release balance changes. They also go into detail on the issues that play into balancing Inferno mode, and their outlook on that. Here's an overview on patching versus hotfixes for balance:

Regarding the changes to Lingering Fog, Boon of Protection, and Force Armor: we determined these skills were simply more powerful than they should be, and we felt their impact on class balance and how each class was perceived warranted hotfixes as soon as we were able. However, we don't want you to be worried that a hotfix nerf is lurking around the corner every day. If a skill is strong, but isn't really breaking the game, we want you to have your fun. Part of the enjoyment of Diablo is finding those super-strong builds, and we want players to be excited to use something they discovered that feels overpowered. A good example of this is the monk Overawe rune, which many players have identified as being quite good. We agree it's good, but we don't think it's so far out of line that we're going to swoop in and hotfix it out of existence.

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46. Re: On Diablo III Balance Changes May 28, 2012, 19:05 Pigeon
 
nin wrote on May 28, 2012, 17:35:
DG wrote on May 28, 2012, 17:26:
Hmm, I'm not even done on Act II of Normal yet but I was getting a very strong impression that the blacksmith is a total waste of gold. I blew quite a bit on training, plus lost sales salvaging blues plus the gold to craft random items.

I also initially went heavy on increased magic find, and thought I was doing okay with that.

Then I hit the AH. It makes everything in-game look like a bit of a joke. In any given number of playing hours, it's vastly better and cheaper to just buy on the AH.

Merchants are superfluous to the AH, though I keep looking as occasionally they'll be offering decent stats for cheaper.

The only thing I'm not sure about at this stage is whether to go for high gold find attributes or high magic find - in order to sell the items on the AH. I probably made about 1/3 of my gold income from selling items over the past few days, though this is with something like +50% magic find but +0 gold find. It's also a nuisance to sell on the AH as it times out a lot. Also I check prices and sell at a discount since it's a buyer's market and anyway limited to 10 items. I guess with high gold find I should make about the same but with much less hassle.

The second thing is, does this still work on the higher levels, or does crafting and drops become much more valid?

I'm halfway through nightmare and still haven't gone back to crafting. The AH lets me get the exact perks I need on a given item, and gold is easy to come by.

But until the RMAH goes live (and prices go up or down, based on the value of gold) the verdict's still out, and things could easily swing the other way once it launches.

But for the foreseeable future, all my gold goes to the AH.


I'm in act III of nightmare and the BS is still a waste of time/gold. You can find a much better gear in the AH for less than the crafting cost, not mention the cost of all the items you had to destroy to get the materials. Plus when you consider that you'll have to craft like 20 of something to even have a slim chance you'll get something as nice as what you can get in the AH its just a colossal waste.

I've seen some people say the end game stuff is worth while, but then those tend to be the same people who are trying to say crafting is the same as gambling in D2. IT IS NOT /morbo
 
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