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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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72. Re: On Diablo III Balance Changes May 29, 2012, 08:54 Theo
 
Muscular Beaver wrote on May 29, 2012, 04:22:

Ive seen people like you who run around with 17k HP in Inferno and die every second. Yes, very much fun indeed and so unimportant!

People like me, have 600+ resists and tones of armor. youll find that when you do that, you dont get your bazzillion HPs eaten in seconds because its the most important part of damage mitigation.

So to retort,

Ive seen people like you who run around with 50 bazzillion HP in Inferno and die every second because you dont have any resist gear and think its viable to out gear it with flat HP.

Its people like that who are in the forums crying like hell because they dont understand how the game works and then complain that there HP alone isnt helping them and the game is somehow broken.

those people need to L2p.

Verno wrote on May 29, 2012, 08:43:

Not trying to poop on your build ideas but Act 2 Inferno is like moving to a whole other difficulty. Good luck getting through it without Smoke Screen. I hate SS and prefer more active style skills like Vault but it's incredibly painful to play without SS in Inferno, the difficulty was not really play tested or balanced around most builds. There really isn't a lot of depth or strategy to the mechanics either btw, shit just hits absurdly hard and you basically gamble with what champion affixes you will get. Some are so awful that they have to be skipped.

The end game in general needs to be retuned, they are obviously letting the players beta test it for them.

Its supposed to be a whole other difficulty, each act, is supposed to be a "tier" in effect in inferno.

next patch youll start seeing the "ilvls" that drop so that you can see that not all lvl 60 lewt is equal. worry less about your build and stack some resists - you might need to run act 1 a lot first to get the money to do so.

The whole "each act being a tier" thing was always in the design. problem is it wasnt really well publisized.

This comment was edited on May 29, 2012, 09:05.
 
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