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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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55. Re: On Diablo III Balance Changes May 28, 2012, 22:43 theyarecomingforyou
 
Alamar wrote on May 28, 2012, 20:16:
Then I check the AH... set my max to 20k, lvl 55-59 weapons... Pages upon pages of results... ok... 100 int... and some life on hit... Pages upon pages... Ok... 140 int, 100 vit, 100 life on hit... Reasonble list of results... Ended up buying one for 10k heh Same overall damage as the one I made, but with 4k more life (from the vit), and 200 hp per hit...

Ya... I'll keep training the BS, but holy crap, I have been burned nearly every time trying to make something... And really, the only reason is because there's an AH (which I love that there's access to - remember that I hate farming), but this is quite the oversight...
Yeah, that's my experience too. The blacksmith is incredibly expensive, usually offers gear that is behind that of random drop in relation to level and always pales to the AH. Same with gems - there's no point crafting many of them when it's cheaper to just buy them.

That said, I've already made over 250,000 gold selling stuff through the AH and picked up plenty of useful gear. As a system it certainly contributes to the game, though mainly because the crafting systems are crap. I'm worried about the impact of the real money AH, as that could lead to quality items in the gold AH drying up.
 
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