Diablo 3 “Ask the Devs” Round 1 Q&A


The first round of “Ask the Dev” questions have just become available for your viewing pleasure. The transcript is rather long, so you can read more past the fold.

The developers participating in this Q&A round include:

  • Kevin Martens, Lead Designer
  • Wyatt Cheng, Senior Technical Game Designer
  • Andrew Chambers, Senior Game Designer
  • Travis Day, Game Designer
  • Don Vu, Associate Game Designer

To make things a little easier to read as well as help players find the answers they’re the most interested in, we’ve broken down the developer responses into categories:

Brawling


Q. Has it been considered the addition of a point tracker mechanic for PvP, as well as perhaps the ability to wager or offer any kind of unique rewards to make PvP more interesting in 1.0.7?

Kevin: Considered? Yeah, definitely. Not only did we debate the idea of having point systems and other forms of tracking for brawling during the initial development stage, but we also carefully revisited those points as we saw incoming feedback from the PTR. We know that, for many players, having some way of “showing off” your skills in battle either through a point tracker or reward system is very desirable, and we debated various different ways of doing that within the current design of brawling. We even discussed adding ears for players to collect after they’d slaughtered their opponents, and whether that type of “reward” could exist as items or as an ever-growing counter in the UI.

After all those discussions, though, we always came back to the same principle: brawling is a simple, straightforward way to knock your friends and/or enemies into next week. That’s it. No rewards, no objectives, no scores. The goal of the feature is to give players a way to fight each other in a no-holds-barred kind of environment, and we want to keep that environment as simple, straightforward, and “no-holds-barred” as possible. While we will remain open to player feedback on the idea of point trackers and rewards and may consider making adjustments based on that feedback in the future, we really feel that brawling will be at its best when it is just simply a free-for-all fight. We like that this allows players to sort of define what brawling means to them, as well as build their own “mini-games” around the feature (for example, there’s this thread over on Reddit that’s pretty cool, same for the rules streamer Inigo Montoya developed).

I also want to point out that brawling is not a replacement for Team Deathmatch or any other types of more complex PvP modes, and that a lot of the design choices we made with brawling were done to navigate around the issues we experienced with Team Deathmatch. Some players may not have seen this, but Jay wrote a major update of PvP in December and he explained why Team Deathmatch was not coming soon (the bad news), and that mode actually had rewards and points. You can read the blog here. But let me try to summarize the primary points:

We are a PVE-focused game. Killing more demons more efficiently is what the skills are and should be balanced against. As such, we have so many skills and rune combos, coupled with an enormous amount of items and affixes, and then major power variance based on those items that the formal and organized direct team competition of the scored DiabloWikiTeam Deathmatch mode really drew that into stark contrast.In addition, while Team Deathmatch was fun for a while, the lasting depth wasn’t there. So, and I realize I’m getting a little long-winded here (how does one apply that metaphor to typing, exactly?), rather than potentially repeating those issues with another system that had rewards, and objectives, and scoring, just getting a solid way to bash people was our primary goal and to get it out as fast as possible. Brawling is the result of that.

Q. Did you think about introducing an optional betting system for player duels? Let’s say two players are duelling and bet some gold. One player bets 5 million and another bets 5 million. The winner takes 10m*(1 – 0,15). The 15% would be a ‘tax’ for Blizzard, the master of the duelling grounds 😉

Kevin: So you thought you could convince me to add betting by offering me a 15% cut, eh? While I like your style, I’m afraid I don’t think the concept will work. I do think it’s cool! But I also think it suffers from two issues — one solvable and one not so much.

So first, see my notes above about class balance. Betting on a mode that is not balanced has some inherent perils and fairness issues in it. We can always say “buyer beware” or let you do what you want with your own money, but we’ve found that the variance is so enormous that we’re rather hesitant to offer a formal way to wager on something we well know is not balanced. This can easily be seen as a seal of approval. Now, if none of that applies to you, you can always make a gentleperson’’s agreement with your opponents to trade a prize (be it items or gold) in chat before you enter the DiabloWikiScorched Chapel.

Second, the solvable problem is the UI issue. Creating a betting UI would add additional time and complexity to get into a very simple mode that’s primary goal is to be straightforward. Our UI is rather crowded, too, so any additions to it are tricky to add for any purposes, not just betting. Again, the interface issue could be worked on but the balance issue trumps it.

Q. Can you explain with more detail on the restrictions that make it not viable to have a 2×2 duel system? Why it is not a feasible to add this to the game at the moment?

Kevin: 2v2 brawling is another form of team-based Deathmatch. The problems we had with depth and balance with 4v4 aren’t better at all with 2 people per side. It’s not like we don’t like this idea, to be clear. Here’s where we are right now: we want to get the basic player-vs-player combat to you all as quickly and as simply as we can. Brawling in the Scorched Chapel is that. As Jay said back in December, we will continue to ponder (picture Rodin’s Thinker only with more foam axes, nerf guns, and beer) a way to add lasting depth to a team-based mode but, in the meantime, please enjoy beating the living daylights out of each other in free-for all combat.

Q. So…no plans to add any form of rewards for Dueling?

Kevin: The rewards are the satisfaction of seeing your enemies (and…well… friends, I guess) driven before you and hearing the lamentations of their followers. What more does one need?
The serious answer is honestly only a little different. Like the answer I provided to DarkAlucoc, brawling is just a fun way to bash each other around and if you like testing your skills and powers against other players, then that will be fun on its own.  If not, there are so, so many demons to slay and, really, they have totally been asking for it. Especially Heralds of Pestilence—those guys are jerks.

Q. I am not a fan of the “lobby” in Diablo 3 which makes my dueling experience socially limited, currently the system makes finding players to duel a bit difficult and dull. Do you Developers have plans to improve the dueling system to be more sociable and add it in 1.0.7. PTR? Thanks.

Kevin: We feel that the social features in Diablo III could be more robust, absolutely. Along with that, we understand that finding other players to brawl with could probably be easier. On a very high level, we’ve been discussing ways to help players find groups more easily according to their specific play style, be that for questing, Paragon leveling, item farming, key runs, or brawling, etc. One of the ideas we’ve explored—and this is by no means set in stone, but I did want to bring it up since it is something we’re actively considering it—is the possibility of allowing players to identify what kind of experience they’re looking for when entering Public Games by using “tags.” So, in addition to selecting your MP and Quest, you could also hypothetically select your “Game Type,” and “Brawling” could certainly be one of the types we make available. Again, this isn’t a feature we’re committed to making yet, and it’s a pretty big change from both a UI and mechanical standpoint, so we don’t have an ETA for when social improvements of that level might be added.

So, to answer your question: while we don’t have any additions planned for 1.0.7 (we were paying pretty close attention to how people were finding one another on the PTR and think players were doing just fine), we’ll continue monitoring your feedback.

Q. I want field PvP, not a specific zone. If it is indiscriminate slaughtering that Blizzard is concerned of, why not provide an opt in/out for dueling? Why would anyone stand around doing nothing in the arena while others are out in the field grinding? Most of all, a dumbed-down zone fails to utilize all the possibilities of open-world combat.

Kevin: I worked with Lylirra closely on a post that covers this question pretty much in its entirety. Rather than make you go look for it, I can quote the relevant points for you here.

Regarding why we don’t allow brawling in the open world:

The world that you play through normally wasn’t designed for player vs. player combat, so it doesn’t translate well to dueling. There are just too many variables that could wreak havoc during a duel: non-PvP friendly geometry, events, scripted sequences, monsters, level-up effects, portals, etc.

For example: What if someone duels a player while they have Leah (or another hireling) as a follower? What if someone accidentally clicks on an NPC and opens up a dialogue window or a vendor screen? What happens when someone transitions through a portal or to a new zone? Sure, we could try to make accommodations for dueling to assist with each and every of these situations, but not only would those changes require a significant time and resource investment, they’d also have to be flawlessly integrated into the main game world. It’s a lot of work for a feature that not a lot of players will see or really take advantage of.

Thematically, we agree – it’d would be cool if players could fight wherever they wanted. But having an environment that actually supports PvP combat, was specifically designed for that purpose, and doesn’t interfere with the rest of the world is much more important when it comes to how the actual gameplay feels. This is one of the main reasons why we created a separate zone for dueling.

If anything, the list of complicating issues above was rather short. There are so many more factors that could negatively impact a player’s experience if we were to allow open-world PvP in the existing PvE environment.

Regarding why we don’t offer a right-click > duel option:

One of the big goals with the current design for dueling (in terms of where it exists and how you get there) is to limit opportunities for griefing. By having a separate map that can only be accessed by speaking with an NPC, we’re able to give players a means to beat each other up, but without a way to really harass anyone.

We definitely considered the right-click > duel option, but there’s a downside to it. If we allowed players to just initiate duels by right-clicking on a player’s portrait or in the Friends List, that feature could and probably would be used to grief people by pulling them into duels at arbitrary moments. Heck, even if this system required that the invited player interact with some sort of confirmation dialogue before a duel could be begin, someone still could theoretically spam the bejeebus out of the invite system and use the dialogue feature to interrupt other players’ demon slaying fun time. =/

We’ve heavily talked about adding NPCs in each Act hub, rather than just having the one in New Tristram to give players more flexibility, and there is/will be a dedicated PvP channel to help would-be duelers find other willing participants. Even so, we’ll be paying close attention to your feedback from the PTR, so please let us know about your experiences and what you feel could be improved.

We’ve already added the PvP channel, and DiabloWikiNek the Brawler is now available in all Act hubs. As noted in one of my earlier responses, we’re also discussing ways for like-minded players (including brawlers) to find one another more easily through the game’s social features.

Additionally—and I think this is important to specify—one of the big reasons that we changed the name from “dueling” to “brawling” is that we understood the word “dueling” comes with certain connotations. It makes you think of 1v1 combat that’s initiated within the existing world, something that feels similar to the battle between the Dread Pirate Roberts and Inigo Montoya in The Princess Bride. There’s spontaneity to it, as well as more formality. Also, it only refers to a fight between two people.

That’s really not what dueling was (or is) in Diablo III, so we changed its name to something more fitting: brawling. Brawls are more about getting people together to fight each other in a blur of fists and ferocity where the winner takes all. That’s exactly what our form of brawling offers, as opposed to something more formal and balanced (and only between 2 people). In that context, a right-click > duel option doesn’t make a lot of sense.

Q. Most of the duels are concluded after a one-hit kill and most players feel that players with more purchasing power in AH/RMAH will end up being the ones who will always win during engagement with other players. Are you guys considering some kind of resilience system (or account bound equipment), that allow players to reduce damage taken on duels?

Wyatt: There are essentially two different questions being asked. Question one: “The current environment seems very one-hit kill, are there any plans to address this?” The second question is “What effect does the AH/RMAH have on brawling?”

Players have a great deal of control over the gear that you wear. Many players in the current live environment choose to build their characters to be extremely offensive, forgoing defense almost completely. Other players choose to build their character extremely defensively, so they can take a few hits and keep on ticking. Most players fall somewhere on the spectrum between these two extremes, though there is a tendency in PvE to lean more on the offensive side as it results in faster clears of PvE content.

When the 1.0.7 PTR went live, you saw a lot of one-hit kills because players are stepping into the Scorched Chapel with their offensively-oriented PvE gear and sometimes even their PvE skill builds. You are certainly going to see a lot of one-hit kills in an environment like this. Sometimes you see one-hit kills simply because you’re vastly out-geared by your opponent. However, if players re-gear for some survivability in their item and skill choices, things have the potential to shift.  Indeed, if two players are both extremely defensively-minded you quickly get into stalemates in which neither player is able to ever kill the other. Ensuring that it is at least somewhat worthwhile to build defensively is part of the reason for the 30% damage reduction for all classes (35% for Monks and Barbarians) seen in the latest PTR patch. If a person who makes a balanced build between offense and defense is still getting 1-shot by somebody who is completely offensively-minded, then it doesn’t feel worthwhile to have built defensively at all, so the 30%/35% damage reduction is intended to close the gap to help people survive the 1-shot scenario.

With regards to the AH/RMAH question, brawling is really no-holds-barred. Players entering a brawl are going to have different gear levels and that gear is going to come from multiple sources.  Some gear might be acquired through drops, some might be found on the AH, and some might be crafted — particularly with the introduction of the new crafting recipes in 1.0.7 to accompany the account-bound Hellfire Rings. When two people enter the Scorched Chapel, one player may vastly out-gear the other.  That’s to be expected. We like that brawling is more open-ended in terms of your gearing choices, and we’ve no plans to limit that by introducing a separate item system.

Asking about the AH/RMAH with regards to brawling, though, is really just a variant of the larger question of what role the AH/RMAH should play in Diablo III. We think the fact that most players get their gear from the AH is an issue, but it’s not one that’s specific to brawling. And we’d rather fix the larger issue (which is in turn will benefit brawling), rather than come up with some new gear system that will only address the problem for PvP. That said, no matter what we do, some players are going to have vastly better gear than others, and that’s probably always going to be the case depending on your level of investment.

Overall please remember that brawling with your friends may not be fair fight. So, if you’re looking for a perfectly balanced, pure skill-based, highly structured PvP mode where everybody has identical gear, then brawling may not be the feature for you. Even so, we still think (for a lot of players) it’s going to be a lot of fun to jump into a game and just beat each other up.

New Crafted Items

Q. Many people have been speculating about whether or not it will be worth it to craft the new armor in 1.0.7, with the more sophisticated analyses relying on comparisons between current AH pricing and the probability that similar items can be created via crafting. Can you help clear up the debate and add insight into crafting by giving us a more detailed rundown of how affix production works for crafted items (e.g. the probability of one affix being rolled versus another, the probability of an affix rolling in a particular range, the list of possible combo affixes, etc.)?

Wyatt: The most important thing to keep in mind about the new crafting recipes is that they are not for everybody. They are designed primarily for two groups:

High-end players who already have extremely good gear, but are having difficulty finding new upgrades (either through drops or the Auction House).Self-found” players who don’t use the Auction House and, as such, are happy for any opportunity to upgrade their gear through available means.

Certainly players can (and should) compare the new crafted gear to current AH pricing. If you are still finding the occasional upgrade on the AH, then you may not want to make the investment in the new crafting recipes – and that’s okay.

Any analysis being done on the tradeoff between AH pricing and the crafting recipes’ probabilities assume a current gear level. If the AH has upgrades for you at the 10,000 gold price point, then you probably don’t want to craft the new items. If your next upgrade on the AH tends to cost around 500,000, then the new crafting recipes may start to look more appealing. Similarly, if reasonable upgrades to your current gear cost around a billion gold or more, then the new crafting recipes should be worth making.

Also, keep in mind that the new items have a chance to roll higher-than-ever values of Strength, Dexterity, Intelligence, and Vitality. Anybody who has spent time looking at high-end items knows that the value of items at the best items increases at an incredible rate. The difference between a 98th percentile and 99th percentile item can increase the value by tenfold or more. We expect that the new crafted recipes will appeal to those who are operating at this elite end of the market.

For those who fit into neither audience category, you may want to try your luck on some of the new crafted recipes, or you may just want to wait. Maybe you’ll find yourself at the high end of the market in the future, and those recipes will start to seem more appealing. Maybe you’ll decide to make a self-found character and you’ll find the new crafting recipes to be a huge boon. If you never find yourself in either of those groups and the crafting recipes just never appeal to you, that’s okay too — not every feature in the game will appeal to every player.

This really begs the question: why not also add recipes for the other 99%? Part of this is caused by the restriction imposed by the way that crafting works currently, with its built-in randomness. This actually makes it very challenging to provide a solution for players who would like to make something for themselves, but don’t have the gold in the bank to press the button enough times to benefit. We actually feel there are better solutions for crafting out there, and we are working on some of them, but it’s no small issue to solve, which is why you haven’t seen much progress on it in patches.

Q. Could you please explain your reasoning behind making the new crafted rares account bound? 

Travis: Making the new crafted items account bound was done for one very distinct reason: to give players more incentives to play the game rather than the Auction House. Something we discuss frequently is how the Auction House has impacted the game and how we can refocus players away from farming the Auction House and onto farming monsters.

Demonic Essence was made account bound to encourage players who wish to create the new items to play the game instead of simply going to the Auction House and buying all the mats necessary to mass produce the items. For that same reason we wanted the product of the recipes to be account bound as well. We want players to not only find or produce their own items more often but also diminish the impact the Auction House has on the game, and we felt like this was a good opportunity to take our first steps in that direction. (Okay, well our second steps since the Hellfire Ring was designed with the same goal in mind.)

Q. You’re writing that the droprate of crafting recipes will be increased by 400%. Does this also apply to the droprate of legendary crafting recipies?

Andrew: This change only affects the Rare crafting plans and jeweler designs. The Legendary crafting plans remain very challenging to find.

Q. As there are going to be so many new crafting plans and items dropping in 1.0.7, are you considering making them auto pick up like gold or health globes?

Andrew: Auto-pickup of gold and health globes is a clear choice for all players for a few reasons that don’t really translate well to other kinds of items. To begin with, I can’t think of a situation where you don’t want to pick up gold! Health Globes are a little different, though, in that there can be a strategic choice during combat when to pick them up, but generally collecting them doesn’t do you any harm.

Both of these items also have their own dedicated storage slot that isn’t restricted in any way (you can pick up as much gold or as many health globes as you want). If we were to expand that auto-pickup to items that consume slots in your inventory, the question of whether you should pick it up or not becomes muddy, and we’d prefer not to overcomplicate that. Some players may not be farming for Demonic Essence and ignore it, so they wouldn’t want to pick it up, but some others may want to hoover everything.

It’s also important for gameplay reasons for players to be making active choices about their decisions on a regular basis. If everything was auto-pick up and you never had to make choices, there wouldn’t be an ebb and flow to the gameplay experience. These pauses to make a decision inspire your brain to a different form of activity as opposed to killing monsters, which can actually feel good and we’d like to encourage that.

So, to answer your question: we’ve definitely considered it, but we’ve decided not to have the new crafting plans and items qualify for auto-pick up.

Gems

Q. Do you really think that Marquise Topaz (and Amethyst) in weapons are competitive in comparison to other gems?

Q. What is the point of adding a Marquise Topaz to a weapon (Melee attackers take 2500 per hit)? What happened to the proposed buff to Thorns?

Wyatt: Let’s see if I can address both of these questions with one answer.

The Amethyst serves a different role than the other gems in providing defense rather than offense. For players who are looking to increase their Life On Hit or survivability in general, the Amethyst fills that role. We’re not looking to see some minimum percentage of the audience using Amethysts; it’s okay if less than 25% of players use an Amethyst. It’s even okay if less than 5% of players use the Amethyst. What’s important is that if you want to increase your survivability, you can look at the Amethyst and say it’s providing a worthwhile boost.

With the lowering of damage at Inferno since the game’s release, and the introduction of Monster Power, we’ve seen a natural shift towards offensive builds and maximizing damage in general. This is totally expected. As a result, there has also been a corresponding decline in the use of the Amethyst in weapons, which is also expected and normal. Those who have been playing since release will recall that the Amethyst was an extremely popular gem choice, particularly for Barbarians and Monks. In situations where Life on Hit or survivability is desired — such as new characters, Hardcore characters, or people who really want to build super tanky — then the Amethyst is still a solid choice.

The Topaz, on the other hand, is a different story. No — the damage from the Topaz is not competitive in comparison to other gems. Thorns damage in general is underpowered in the game and we’re looking to correct that n the future. While we’re discussing a number of ways to do this, the favored idea internally is to allow Thorns to benefit from your primary stat (Strength, Dexterity, or Intelligence). So if you have, say, 2000 Intelligence as a Wizard or Witch Doctor, then your Thorns items will do +2000% damage, much like your weapon damage. This is, of course, a huge buff to the Thorns property and there is no specific timeline on when we’re going to make such a change.

What we don’t want to do, however, is buff the Topaz considerably today only to have it be grossly overpowered in the future. This would then put us in the situation where we’d either have to go back and nerf the Topaz, or not move forward with allowing it to buff your primary stat.

Now, some of you may be thinking “Buff it now so we can use it and nerf it later! We don’t mind!” but it’s not that easy. Buffing it now would lead to one set of builds and gearing options, which would be adversely affected if it got nerfed later. What if (hypothetically) a Topaz weapon buff lead to a class of builds that skipped any stacking of your primary stat? If we later made Thorns benefit from your primary stat and nerfed the Topaz accordingly, this entire class of builds would become invalidated.

So, while we do want improve Topaz gems and with it the Thorns affix, we don’t have any immediate plans to do so. This kind of change is likely something we’d incorporate into Diablo III alongside similar improvements.

Q. Looking at the new gems, will it ever be possible to craft a high-level gem quickly without tediously clicking through all the steps in between (to save time)?

Andrew: We agree that crafting gems can be slow and tedious, and we’ve seen a number of great suggestions from the community on how to address this issue. We are definitely looking into allowing you to perform a “craft all gems of this type” style action. Worth noting: we will only allow this for gems, as the crafted outcome is a very known quantity with fixed affixes. We still believe the process of crafting one random item at a time has value.

Q. What’s the reasoning behind account-bound items in a game based on trading? And why will the new gems be account bound?

Andrew: Trading is certainly super important, but I wouldn’t say the game is based on trading. Diablo III is about killing monsters and finding evermore powerful enemies and items to kill them with. Trading is just one method by which players can obtain items, and the Auction House is currently the most popular way to do that. We feel that gearing up is perhaps too skewed towards trading right now, and account-bound items are a way of balancing that out with farming.

We don’t really like that, for most players, all of your current gear is very likely to be something you’ve found on the Auction House.  This can create a situation where it doesn’t feel like you “own” the gear you’ve obtained; instead, it feels like you are renting it. This is one of the big draws of making items account-bound. We also need more end game item and gold sinks, and making something account bound permanently “removes” those items from the game.  Having gear (or gems) that feels like you own it forever is good for you, and removing a lot of things from the economy is good for the game.

Q. Why did you guys decide to modify the attributes of the ruby gems instead of adding new gems to the game, such as diamond or sapphire (Diablo II)?

Andrew: We wanted to add a new tier for a few reasons:

We wanted to make them attractive, and an increase in power is very attractive.We wanted a way to remove some of the current top tier gems from circulation.

We don’t feel that adding a whole new type of gem to the game was the right answer at the moment. We do have ideas for what we would want from new gems, but now isn’t the time to add that to the game. The Marquise gems are gold and item sinks (which is something we feel the economy can really benefit from right now), and very attractive ones at that.

(As for “why didn’t we fix Topax in weapons”, I believe Wyatt provided a pretty comprehensive answer to that question already.)

Q. Why did you make the cost to unsocket marquise gems cost 5 million? Many players want a flexible system where they can change gems frequently and this is just forcing players into sticking with a single gem due to high re-socketing costs.

Andrew: We love that players are able to remove gems from sockets in Diablo III, as it helps provide more flexibility as you gear up rather than locking you to single choice. However, since un-socketing is so painless and costs so little, what we’ve found is that players will simply recycle the same gem across all their characters rather than creating new ones. An important goal with the new Marquise gems is to act as a gold and Radiant Star gem sink.  Currently, there’s nothing in the game that actually pulls those gems out of the economy, but to keep their value up, that’s important.

In all honesty, I wish the cost to remove the lower tier gems was much higher, more in line with the cost of the Marquise gem.  We would prefer players to be crafting new gems of all types rather than just shuffling them around as that makes the gem economy more dynamic (more things coming in, lots of things coming out).  Right now it’s almost entirely stagnant, with demand going down every day.  If you only had to craft one Marquise Ruby for all 10 characters, that would remove some Radiant Stars from the economy, but realistically it won’t remove much.  With the unsocket cost set to 5 million, you now have a clear choice: “should I move my gem 4 times or just craft a new one?”  For the sake of the economy, we actually hope you’d prefer to craft a new one.

Classes

Q. While a lot of emphasis went into balancing the Wizard this patch, it seems like it wasn’t enough. In particular, the Wizard seems to suffer from a lot of problems the Monk suffered from – resource spending abilities (particularly Secondaries) are very weak compared to free signature spells or utility/force abilities. Any hopes to buff those abilities to be worth the resource cost?

Don: Since launch, we’ve been increasing the damage on the Wizard’s Secondary abilities to try and make them useful tools in specific builds and for specific play styles. While we believe we’ve made them viable for specific builds and specific gear setups, these builds are being overshadowed by the ease and effectiveness of CM and Archon. We don’t want to just keep on increasing numbers, as that would make that class spiral out of control balance-wise.

That being said, we are aware that Arcane Orb and every channeled ability not named Archon Disintegrate are not very popular. We have plans to reevaluate the Arcane Orb skill as a whole and are working toward solutions to the innate problem of the Wizard’s channeled abilities: e.g. Wizards are vulnerable when they’re standing still to channel.

One of the problems with the unattractive Arcane Power spenders is that the only way to sustain casting these abilities is with APoC. Since this relies on procs, Arcane Power spenders with high proc scalars outshine the ones with low ones. We are looking at ways other than APoC for those Wizards with high attack speed to be able to sustain casting Arcane Power spenders for an extended period of time.

Q. In patch 1.0.7 you will buff Monk spirit spender skills. Why didn’t you make any change to the Monk passive skills?

Wyatt: Overall we’re okay with the current state of Monk passives. That’s not to say they’re perfect (we’ll definitely be working on them more), but we did not feel the current issues were severe enough to warrant changes at this time. The Monk got some changes to passives in previous patches, so keep that in mind as well.

There’s a lot of moving parts on any class—interdependencies in which changes to one part of the class can have many downstream effects. In the case of the Monk, there are two big outstanding issues to address before further changes to passives happen: the inequity between the 4 spirit generators and their rune variants, and One with Everything.

Speaking of One with Everything, we’ve mentioned many times in the past that we’re looking to make this passive feel less mandatory and a number of options have been discussed. This seems like a good opportunity to discuss some of the solutions that have come up internally. Please keep in mind that this topic is still very much in the air.

  • The most commonly proposed solution is to simply bake One With Everything directly into the Monk’s class. In essence, give the passive away for free. This has a few issues. We don’t currently bake a mechanic like this into other classes, so it would be something that’d need to be explained to new players or otherwise exist as a hidden bonus. It also represents a big boost to one class that’s inequitable with the other classes. In addition, some Monks don’t really like the mechanic, and have built their character around not taking One with Everything. Baking this into the class would make it so all Monks would be foolish not to take advantage of it. On the upside, it certainly frees up Monks to choose new passives without invalidating the current gear choices. Besides, who doesn’t like getting something for nothing?
  • Another option is to alter gear in the future to not drop both an elemental resistance and resist all. Many people already comment that if you have an item with resistance to only one particular school, it’s counter-intuitive that the values are lower than a similar-tier affix for resist all. One thing we have talked about doing is increasing the element-specific values so they are higher than the resist all values by a comfortable margin, while simultaneously disallowing both affixes from rolling on the same item. This would allow Monks who want to specialize in a single school of resistance to do so, and pick up One With Everything, without making the benefit of double-stacking resistances so hard to ignore.
  • A third option that has been discussed is breaking up the effect across all the existing passives. For example, Resolve might become “Damage you deal reduces enemy damage by 20% for 2.5 seconds. In addition any resistance lower than your Cold Resistance is increased to the level of your Cold Resistance.” The advantage of such an approach is letting people continue to gain the effect, as well as creating a lot of diversity across different Monks. The disadvantage is your gear choices will lock you even more into particular passive choices, not to mention the cumbersome tooltips.

There are other solutions that have been discussed, but my intent in sharing these is to not only spark discussion and grant insight into our thought process, but also to demonstrate that when we say “we don’t want to invalidate the gear Monks are currently wearing” we mean it.

Q. Everyone was expecting changes in Monk in 1.0.7, however the only skills that were buffed are those not used by anyone, which means that 1.0.7 changes won’t probably influence the builds used by players. Players were expecting improvements to passive skills, buff to spirit generation and improvements to skills that are useless on higher MPs – e.g. 95% of mantras. Is Blizzard finally going to give some attention to this class and can we expect some thorough changes or should we just reroll? I’m not even talking about lack of animation for 2-hand weapons or set items that look very poorly designed compared to those of other classes but this just adds to our impression that this class was given a rushed design.

Travis: One of our goals with the Monk changes of 1.0.7 was to try to encourage build diversity and open up more options to people who enjoy more active gameplay. To actually provide players with more build diversity, the first thing we have to do is make more skills desirable. So you are correct in your statement that we buffed skills people don’t use — that’s kind of the point. 🙂 Prior to patch 1.0.7, monks suffered from an underlying problem that caused many of their skills to simply not be worth a slot on their bar. In many cases, a player would gain a larger DPS increase by simply spending Spirit on Conviction Aura than they would spending a similar amount of Spirit on Wave of Light or Lashing Tail Kick. Our intent with these changes was to try to bring the skills that have more interesting gameplay associated with them up to a similar level as those that have little to no gameplay associated with them (i.e. the more passive abilities like Mantras).

We have plans on the table for how we want to change the existing Mantras, but none of them are final yet. In the case of Retribution for example, we think the mechanic is flawed at its core and touches on the same things that make Thorns an unappealing stat on items. However, one potential solution we are looking into is to make Retribution the same as Thorns and reflect a flat amount of damage instead of a percentage of incoming damage, and at the same time change all Thorns mechanics to be effected by your primary attribute. We think this approach will help give Retribution a place in certain character builds, though we also suspect that simply making all Thorns mechanics deal 2500% more damage than they currently do may be a bit too extreme. So, when we transition to this new mechanic we will have to do more tuning.

Comments

You're not logged in but can still post comments. Register or login to remember your details.
  1. Well, I can’t blame them for picking only the questions tied to the topic of the QA thing even though there probably were more popular questions, but…

    I kinda feel that Blizzard is picking the questions they’re comfortable with. I think that they should have a monthly poll for the topic of the Q&A, they should set a limit of 3 best questions per region and display the amount of votes each question got.

    Or, better, they (devs) should just be more active on the forums. Starcraft II devs were able to get out to the community and be more open about what they’re doing, why can’t D3 team just do the same? It seemed to work fine.

    • That’s seems to be a consistent pattern with them. It’s common to cherry-pick questions in open Q&A’s.

      I almost like the way they do it at Blizzcon better – much more candid.

  2. This was very underwhelming.

    And the rage of the community that has followed… there are like 3-4 positive responses in the whole thread over in the official forums 😮

    • That’s a given no matter what they post, doesn’t surprise me they would stick with anti-inflammatory questions considering the way the community has demonstrated their capability to flare up at the slightest provocation.

    • They could start paying people to play the game and this community would still find a way to complain about it.

    • Seriously, so many words used to say so very little.

  3. I think I’m misunderstanding the second possible solution to One With Everything. How does choosing between resist all and a single higher resistance value per item make it less mandatory, assuming monks currently find the highest possible resistance value necessary? As it is now, a monk could stack only resist all (as every other class does) and pick a different passive. I don’t play a monk, but is one with everything still that mandatory with the reduction in inferno difficulty? Also, is a solution for one passive of one class that affects gear for all classes really a great solution?

    • Increasing individual resistances would benefit all classes as it would be better itemization.

      People would have the choice between getting their resistances from All resist or from individual resists.

      It would also work as a solution for One With Everything for the same reason. One With Everything couldn’t give 100% of your highest resistance in such a scenario of course – maybe rather 33% or 50%. You would have a choice between all resist and no OWE, or a single resist and OW resulting in “a little higher” resist (“a little higher” being somewhat equal to what other defensive passives offers).
      However, this possible solution seems like it would go directly against Blizzards goal of not changing players gear.
      Of course they could decide to only change new drops and leave old gear alone…. but that would be terrible.

      • I’m not sure if I would consider that “better itemization”. If there was a reason for other classes to really stack a particular resistance situationally, sure. I’d much rather they buff other less-used defensive modifiers and get rid of individual resistances if damage sources are going to continue to work the way they do. I don’t see this as changing due to their stance on gear swapping and how that worked out with magic find.

        • Unless they make different elements actually matter, they should seriously consider just dumping all of the elemental resistances into a single magic resist. I think they should make each element do something unique, but that opens up all sorts of balancing headaches, and I don’t trust this team to approach any balance work.

        • You could probably make an argument now that stacking fire (if there were +100 individual res affixes) would be helpful since Molten seems to be the most dangerous modifier, at least for grinding melee chars. (Or Arcane, I guess.)

          Which is ironic since v1.07 is nerfing Molten and buffing Plagued.

          Further irony is that no one really notices any individual type of resistance dangers since the dominance of Res All and OWE lead to most characters having roughly equivalent resistances across the board. In D2 we were all very aware of which types of elements were the most dangerous since you had to seek out individual resistances. That and the monster damage was very unbalanced with Lightning by far the most dangerous.

          Odd how such small changes as res all contribute to the more homogenized items and gameplay in D3.

          • It is a pity. There goes my gold mine selling Demon Skin set pieces :O

            Only items I have been selling in the past 6 weeks as I havent been actually playing the game, just the AH.

      • I do agree that it could be a buff to all other classes, though, not for the reason you suggest. If singular resistance can no longer roll with resist all it will open up a slot where a more useful modifier could be rolled.

  4. what a load of horseshit.

    “we dont think adding games is what the game needs”
    “we want gems to leave the economy thats BOA GEMs”
    “We dont want to make Topazes useful because we might buff
    how they work in the a not foreseeable distant future, maybe. we consider to think about considering it. nope.”
    “We are aware of the gross imbalance between the few amount of choices that is actually offered and we think it’s ok that it is imbalanced.”

    “We know that Mantras , Passives and Generators suffer from Imbalance within their own realm – but it would have made to much effort to actually address these issues – not so fast young padawan ; We have to string the masses of Diablo3 along for atleast 1 year until expansion so we can’t just address these issues all in one patch.”

    ” We cant think of clever intuitive way to fix Retribution Mantra that actually involves us or the play to think. So we’ll probably go ahead and make Retribution Mantra a flat Thorns affix – a change so dumb and uninspired that it could have been in the game right from the start. however before we actually implement such a “drastic” change we’ll meditate upon it for another 3 months ; uhm just round up to 6 months that’ll do.”

    “We know about the gross imbalance and and the state of the Wizard which boils down to a either Archon stupidity with its 3 skills completely devoid of any depth and the Carpal tunnel inflicting CM:APoC builds – the only build which circumvents the archaic system of cooldowns ; and invalidates the resource system completely which we thought was so clever when we created it.”

    We know all this stuff but we are not clever enough
    to come up with an creative intuitive alternative.

    We know that playing the AH is more efficient than playing the game – but for the love of god we are too dumb to fix the core problems ; like fixing the horrendous itemization. no We use the Sledgehammer method Lets make the last Tier of Gems BOA to drain gems out of the economy which we thought would be stable for years to come.

    Lets make the best craft able an BOA item Grind fest which adds no depth or alternatives to the game whatsoever.

    I hope that they at least know what kind of horse shit they fabricated with their answers – because if they really believe what they say there is no hope for this Installment of the game.

    • Thanks for this. +1

    • I think they actually believe that.Maybe they are really a bunch of retards.There are core problems witch are unfixable for me.They have to change che whole conception of the game.Too late for that, don’t you think ?

      Items!?!Social?!?Co-op?!?Pay-to-win situation?!?PvP?!?

      Fix these and maybe the ppls will be back.

      • I’d like to think that the Dev-team got bullied into those BS designs when they’ve become really big with their WoW-Subs.

        * The Streamlining (dumbing everything the f*ck down)
        * Horrendous Online-platform which is in many cases worse than that of WC3 / D2
        * Quest and mapdesign as if on Rails
        * trying to replicate WoW Sub-revenue with RMAH
        —> “approachable”

        these are all points which could have been higher priority
        Goals which have come from the outside like an Mike Morhaime or a Bobby Kotick or whoever is in between these guys and the Dev-Team.

        I mean a Game creator / Designer would never introduce BS like RMAH into their game because it absolutely adds no depth as a feature – to the contrary i think that the streamlining of the horrendous D3-itemization has largely been introduced to make the RMAH more accessible.

        My point is I think that eg Wyatt Cheng is an intelligent man and even if someone like him knows better I guess he would still stick up for his employer and would defend the dumbest of decision’s with dumbest of design Goals with BS-reasons or as in this Interview “not-reasons” if he is told to realize them – no matter what. because his name is on the box too.

        and you’ll never find an employee who uses his employer as shield for criticism even if that would 100% factual.

        • Did you really prefer the third-party RMAH in D2?

          • I prefer when design and game mechanic decisions are made based upon their own merits and functions in the game-play of the game itself.

            I don’t give a flying f*ck whether or not casuals are able to tell good items from bad items because the affixes and skills have depth and complexity. And i don’t approve of Blizzards policy of being NON-commital to any Design Improvement because it might or would affect currently existing Items which have been bought with cash just in order to prevent “bawwing” on the forum.

            for that matter – Yes I would prefer if the RMAH wouldn’t exist and 3rd party real money transactions were a direct violation of the terms of use – just like they used to be for d2. Yes I would prefer If Blizzard would still love to create unique experiences like they used to with titles such as SC:BW ,WC1/2/3/TfT, D1/D2 and . Yes i would prefer If Blizzard would actually focus on creating an immersive deep ARPG with progressive gameplay mechanics which have never been seen before in an ARPG instead of trying to choke fast penny out of the gullible for the price of their own integrity.

            with an Real Money Item Auction house for an Itemhunting game no less ….

            Yes I would prefer if player have to get to 3rd party Site to waste their money on digital Items and run the risk of getting scammed or Banned by Blizzard. No I have no sympathy for the scammed/banned and i have no sympathy for Blizzard who does not get a cut off it.

            No i have no sympathy for “Working-Husband-blargh” who suffers under the delusion that he misses out on quality fun-time if he can not “keep up” with the “Internet” if he gets no opportunity to burn his money for Items.

            If Blizzard gave half a damn about their craft these days and create a Game which is Fun at all stages of your progression. there would not even be that pandemic which makes People assume that their E-peen is too small.

  5. Why they dropped Bound gear on launch is a freaking mystery to me. How did they not see the terrible AH mudflation coming a mile away? I don’t even play the game and I know that valuable items need to be difficult to trade, either through awful, terrible, no good very bad UI (the D2 model), or through artificial binding mechanics (the WoW model). They learned these lessons in WoW already. The WoW economy functioned beautifully. You had to fight to earn the best gear, but you could use the AH to gather crafting materials, gems, stop-gap gear, and consumables to help you prepare to fight better for your gear.

  6. In my eyes, the issue with d3 is the roof top items. The difficulty of the bad guys stays the same but your gear gets 1% better all the time. So your gold grows faster and your killing gets faster but monsters stay the same. The AH means top quality gear sells for stupid levels of hold and high level gear holds no value. The drops get harder to get and more pointless. Why can’t blizzard change the game by increasing the damages that monster do, health, stats etc by 1% each 30 days and also the weapons that drop. So your gear has always room to grow. The only thing that stays static is your current gear if you don’t play

    • Increasing stats every 30 days is a horrible solution! What if someone stops playing for 2 years and comes back to play again? Or 5 years. Their gear will be completely outdates, and the buffed monsters will make it much more difficult to farm up gear. Basically you’re forced to spend real cash in order to get going again.

      What will new players do years down the road, with only a 3 dps weapon to start out with? Or say 20 dps weapon in case of it being buffed. Monsters hits like a freight train, and you don’t have defensive stats, because you don’t have any items at all.

      • Clearly you have missed the point – if you haven’t played for 2 years your not really playing the game – so you’d have your existing Heros, and their basic states would be buffed 1% each month or quarter or whatever and you could then farm new items and quickly replace your old ones with “mid level gear” and continue on always trying to get perfect rolls and gear – i mean it’s not like they won’t make all gear obsolete anyway with the release of the expansion/s. and i gotta ask do you currently have a 3dps weapon? because you would also be able to go back and play those other levels – nightmare and hell to gear up if needs be, plus after 2 years you’d only be 24% weaker than now anyway – AKA 76% efficiency of your current level then have that “room for improvement” all over again.

        • The strong point of D3 is that you can play it whenever you want.

          This is NOT an mmorpg.

          The idea of having to play by upping the difficulty every monts is stupid.

          Plain and utterly stupid.

        • Clearly I have lol. Re-read your post, and I missed an important detail. Even so I’m not fond of the idea tbh. Now that I read your post again without being sleep deprived, it makes more sense, but for me a Diablo game isn’t something that changes like you described over time. Part of the fun is being able to chase after those perfect items. If the perfect items change each month, then you’ll never achieve that feeling of finally affording (or finding) that perfect item you want.

    • Go play WoW. They release new harder content with new loot to earn and use. Ramping difficulty up is not trivial. If you do it as you suggest, there is no reason to keep playing the gaem. You get weaker over time and no new content is being intorduced.

  7. I really feel like they either have no idea or they just don’t want to tackle anything. Really underwhelming. They act like they’re stuck in a situation they can’t get out of. Well duh guys. You didn’t listen to the community or try to figure it out yourself prior to release. And it’s fixable they just seem like they aren’t willing to. Low hanging fruit; put the real fixes in the expansion.

    • I think they are too big to fix things now, too many departments, too many memos and meetings and coordination between each department. They simply cannot get anything done without spending an enormous amount of time getting everyone together. They had to postpone the whole Q+A because a couple devs were sick and nobody else has can answer for the other department because they truly don’t know.

      It’s expansion fix or nothing at this point for them due to these issues I believe. The expansion isn’t just a money grab, it’s logistically the only way possible to get the core of the game repaired for them.

  8. Blizzard needs to go back to making good games. Not accessible games, not approachable games, not games designed to monetize every facet of gameplay. Just good, exciting, innovative games.

    D2 and vanilla WoW were even less casual than their successors, and yet they were received far more favorably. That’s because people will always play really exceptional/good games, no matter how hard they are. People will NOT, however, stick around for shallow casualfests.

    • Zynga stock is proof of this. Casual games can only hold a crowd for so long then it’s a quick trip to the bottom.

    • Which explains why the shallow casualfests of Call of Battlefield of Honor 17: Zombie Warfare from Space Futures and Sports Game Yearly Edition: 20XX outsell nearly everything else on a consistent basis, right?

      • It’s also why they need to sell a new CoD every 1-2 years because of that casualness – It’s why Blizzard’s real games like D2 can last nearly a decade and caused D3 to sell so many copys. Also games like CoD have a HUGE advertising money machine behind them hyping the shit out of those games, with only a few quality games that come out a year ofcourse people are going to say fuck it and buy a decent casual shooter.

      • 4.9 billion dollars income PER year for these “terrible” (sic) games…

        Video gamers lost reality with every minute they play really.

        The huge thing about D3 is that it IS casual friendly, meaning: you can hop into it and start blasting mobs on line.

        In this way the game is always a good point to come back to: I do not need a PhD in physics to play games, certainly not video games.

        Believe me I know what I am talking about: try to play Advanced Squad Leader (700 pages of bible text) after returning to it after 2 years. Too difficult games are dead once you stop playing for a few months.

        Video games need simple game play to reach massive success in sales numbers.

        • I dont know whats funnier, that you dont know how to spell terrible or that you played a game that had to do with bible text.

          No wait thats an easy one.

      • People don’t buy Call of Duty every year because it’s casual, they buy it because their friends do and it’s socially acceptable to play it. They are sheep.

  9. Weak.

    Its paper thin. The answers, the excuses, the dodging of answers, its just all so paper thin.

    This does absolutely nothing to make me feel better about the future of this game OR its current developers.

    Just weak.

    • No forum poster can say anything really in game design. The Blizzard even publishes 4 lines of Q&A is just throwing pearls to pigs.

      Because pigs is a good description of what you find on line these days.

  10. Is it just me or did they answer the same type question over and over again. The monk questions that were answered were half answered and they didn’t answer any other classes questions other than monks and Wizards.

  11. “Everyone was expecting changes in Monk in 1.0.7, however the only skills that were buffed are those not used by anyone…”

    This was a phenomenally stupid question.

    • I noticed that one too. I also like the guy who starts off saying Diablo is primarily a trading game…

    • No surprise it was voted by the community.

    • I was trading IMs with a friend about this and we both laughed at that question too. Given that every single patch thus far in D3 (and most other RPGs) has buffed underused skills…

      It wasn’t even accurate that far, since Sweeping Wind and Tempest Rush are getting damage buffs and those are two of the MOST popular Monk skills.

  12. “Overall we’re okay with the current state of Monk passives. That’s not to say they’re perfect (we’ll definitely be working on them more), but we did not feel the current issues were severe enough to warrant changes at this time.”

    It’s odd, because I keep seeing this posted around the official forums, except they leave out the part where Wyatt fully admits improvements need to be made. This is why Blizzard can’t win, their players literally have an agenda to slander them at every turn and generally interpret everything they do as an evil attempt to make them buy things off the RMAH. They literally cannot win. The entire community is against them. The best they can hope for is that the old timers all move away, and people who are willing to offer them the tiniest benefit of the doubt stick around so that the game can be discussed civilly.

    But right now, Wyatt could tell you the sky is blue, and the community would respond that it’s actually more a cerulean and that he only wants us to believe it’s blue because it generates more profit from the RMAH.

    And then of course, 200 people agree with this assessment, high-five, and we get a thread that says, “We do not want a blue sky.”

    • Great, now you’re bringing up the art controversy again…

      • that doesn’t sound like what he’s doing at all… making an analogy that has to do with the color of the sky has ZERO to do with in-game graphics. learn to comprehend.

    • Well, when you have a long time of the game director trying to convince everyone that the sky is orange and that we really like orange, and never liked the sky being blue in the first place (we are mis-remembering our experiences with blue sky), it’s going to be hard for that community to turn around and believe anything that comes out of anyone’s mouth from the same company.

      They dug their own hole. The only thing that will save them is action, not words (especially words that are as meaningless as their current Q&A).

  13. Itemization wasn’t a top question? Not talking about the 80 million gold +4 stat BOA gems, I meant items in general. Find it very hard to believe this wasn’t a top question.

    Did you consider adding X Y Z ? Really important issues here, spend paragraphs discussing IF it was considered.

    Very disappointing Q and A. All that blue text to read and still not sure if Blizzard really “gets it”.

    Nice to see them speaking I guess, but I was sort of expecting them to be turning a new leaf with this Q and A and Jay Wilson leaving D3. Asking too much I guess.

    • The Q&A was explicitly about the patch. Since the patch is not addressing core itemization, they weren’t going to be answering any questions about it.

      I agree that the answers, as well as the questions, were lame, but this patch is pretty underwhelming (I’m excited for the new crafting recipes but that’s it), so it was pretty slim pickings.

      I mean, there’s only so many ways to word “y u insert another marginal increase gem and not address underlying item/socket/gem issues,” that doesn’t sound particularly damning to begin with.

  14. I am not impressed with that at all. The itemization being totally fucked up is one core problem, but I am so tired of hearing them say that something did not work or they “think” something is not fun or worthwhile. I feel like Chris Farley in Tommy Boy talking to the guy about buying brake pads, and wanting to drive into a bridge abutment.

  15. It really seems like they are evading the questions.
    There are so many responses from the blues about too difficult to add something to the UI or the game mechanic itself.
    It is no wonder that the responses from the community is so negative.

  16. Quite honestly, they need to answer 3 basic questions with an essay each.

    1) Why do characters have zero inherent power even at level 160?

    2) Why do items all have offensive and defensive stats?

    3) Why don’t abilities have flat damage as well as a scaling factor to them?

    If they fixed these 3 things, the game would become much better overall.

  17. D3 has been one bad decision lumped on top of the last since summer 2012. It was bound to blow up in their faces at some point. It’s just hillarious to see how all the happy little Blizzard sheep who thought the AH and Online Only play would positively affect the game or didn’t care. Now people seem to be waking up and realizing the AH has been sucking the life out of this game before our very eyes since launch. (Literally… Remember launch day, not being able to log in, and not being able to play offline?) I guess there were some people who were surprised when Leah turned out to be Diablo too >_>

    • What a load of BS you publish.

      Patches 1.04 and 1.05 added a great new way of playing to the game.

      Paragon levels and MP play along with the key hunt were great additions.

      “D3 has been one bad decision lumped on top of the last since summer 2012”.

      What an idiotic statement as Dfans website were overwheLming in favor of these patches AS it was SHOWN trough voting (75% liked them).

      It just shows how moronic this kind of stupid nerds talk.

      • Patches 1.04 and 1.05 are bandaids, aka quick fixes. In my opinion, the contraversy surrounding us lies on the same issue. There are patches and fixes, but are they really fixing the core issues, or simply stopping the bleeding?

        • What do you need the most.
          New expensive gems or better itemization?
          New brawling or making better map randomization and events?
          New Soons or Start working on the core NOW?

          Diablo 3 its an excellent game, but developers are not there, lots of core mechanics are TOTALLY broken, patches are far to slow and mostly insufficient.

          It’s a shame to see what PoE developers are doing in a F2P game…and ok…AAA needs more work to change graphical/complexe/core things…but whats taking the D3 developers to change the gold ratius? Making non sense things with 15 year like Thorns, Crafting, map randomization, events, coopertative game…No D3…no…You can do it far better…

  18. Nizars, add a warning that this transcript is very boring to read and has close to none information value.

    • *Nizaris, sorry.

    • Warning: This post is very long, tedious to read, and holds very little value to the community.

      Granted, some may find some value in the first round of questions. Just keep in mind that this is only the first round, and the current community reaction to it may by the catalyst for them to choose more controversial question in future rounds.

  19. Ok, short…Developers are useless.

  20. “We don’t feel that adding a whole new type of gem to the game was the right answer at the moment. We do have ideas for what we would want from new gems, but now isn’t the time to add that to the game.”

    Translation: Wait for the expansion.

    • Thats not the sad thing…to wait for new additions…the sad thing about it, it’s the core game aka v1.0 is broken.
      I will buy the expansion because I love the game, the genre, blizzard, etc…but…their actual work may change my mind.

    • That’s true, but is that a bad thing? I mean yes, developers save big changes for expansions to justify their price tag, but at the same time, if devs are going to completely change up a game and add a ton of new feature and unbalance/invalidate most of the existing game/items/builds/etc, that *should* come in an expansion.

      Especially for an online-only game like D3, where you can’t just play an earlier version of modded version if you prefer.

      • Let me remember last time about 15 years ago, they said to wait until the game its done, we waited and waited 15 more times. Ok, they launched a pre-beta with rotten core mechanics and work undone.

        Wait “until it’s done” again, meaning soon, and, most important seeing the work done this year before and the work done since the launch day…em…ofc we can wait, but I have no hope, no faith in the actual developer “team”.

        RESUME: We waited 15 for BS, now we must wait 3 year for Absolute BS (No, its not a new Vodka flavour, its what I expect)

  21. This Q&A has just made me angry… simple changes taking so much time with this game.
    Where are the auction house commas? where is the identify all? why does it take me 2 hours to craft a high level gem? why does it take freaking MONTHS to implement stuff people has asked about since release that takes 2 minutes to code and 1 hour to test?

    • The commas excuse cracks me up every time. That is an example of one of the many things I do at my job every day as a software developer. It’s a simple localization call. It’s not at all difficult.

      Any software developer who reads those excuses knows 2 things:

      1- They lack talent in their field (bottom of the barrel programmers)
      2- The code base must be a complete mess, if a simple change like that would take long at all.

      Part of the challenge of writing code is making sure it is clean, unit testable, and easily modifiable. The excuses they always make about how long it would take to change simple things on the UI, leads me to believe that Diablo 3 is sitting on top a bunch of spaghetti. That’s scary.

  22. “why not also add recipes for the other 99%? Part of this is caused by the restriction imposed by the way that crafting works currently, with its built-in randomness.”

    Errrr… ok, I’ll try to remain calm… 21,22,23… sorry:

    Could they please show us the decree they received directly from God that eternally obliges them to make crafted items just the same hyper-randomized crap as regular loot drops? In previous installments of the series, the whole concept behind Unique items (and to a degree also Crafted items) was to offer a few select, pre-defined pieces of gear that were actually valuable because they did not need to roll the correct set of affixes by pure coincidence.

    What makes things even worse, is that up to a certain point during beta, D3 had half-fixed-half-random crafted items in place, just like in D2, before they decided – for the good of the game and its players, of course – to go all random. So why vomit so much dishonesty again by stating they currently don’t have the programming to make anything but largely-random crafted items?

    It’s both, disturbing and good to know, that the concepts that ruined this game’s item system are still very much present at senior designer level. -_-

    • As you say, during the first months of the beta, most of the crafting recipes were like, “shoulders of dexterity” which had something like “+10-14 dex, + 2 random mods.” And those were great to craft and almost guaranteed an upgrade for your char.

      And 14 months later that system (sort of) returns as their solution to high end crafting gear issues.

      • I’m not one for conspiracy theories of blizzard greed, but the gutting of the crafting system in beta and the no guarantee rare drops past normal bosses is pretty much a nail in the coffin for calling blizzard out on choosing pure monetary gain over good design.

    • Yep. Logging in tomorrow to price check my gear and try to cash out using the RMAH and if no one buys it ill Just pawn it all off on d2jsp for forum gold. I’ll use every penny I make off d3 and support PoE. The game is incredibly immersing and fun when your build takes off. I’ll probably sell my d3 account to a friend for 10 bucks after I get rid of all my items and buy myself a delicious deli sandwich or something. I’m done with playing this piece of shit disappoint. I’ll sleep well knowing my friend is just going to bot 24/7 on the account once he gets it.

  23. I’ve been saying for a while that despite how disappointing d3 was at launch and has been and will be, I have every intention to buy the expansion.

    After reading This Q/A shit… well… I’ll pass on on the expansion. I have zero faith that the core issues with itemization, skill/balancing, and overall item hunting content is going to get fixed. It’s pretty clear at this point that Jay Wilson wasn’t the major problem… It’s the attitude and general circle jerk of the dev team.

    If there is one thing everyone can blame Jay Wilson for it is fostering the environment and attitude of the dev team that bleeds out in this Q/A. It doesn’t matter if Jay created that attitude and environment or simply found it at blizzard and allowed it to ferment. That shitty condescending attitude that is the self centered and egotistical “I’m right you are wrong and I know better than you,” and the general inability to make major changes out of fear because it is either too complicated and doesn’t make sense to a caveman or requires creative license… Ya that attitude didn’t leave with Jay P Wilson.

    Good luck making d3 a great game blizzard because it’s not going to happen with the current dev’s in charge and no new blood. Diablo is officially a lost cause for me. Sad day.

  24. 1. The Q/A round one leaves no hope for me. No precious information, not at all. Unless you count disappointment as something interesting.

    It was supposed to circle around 1.0.7, but from between the lines you can read no major changes are being considered. At least until the expansion.

    2. I just can’t understand why the topic of itemization system issues in this game is non-existent. I am not talking about Q/A, which would be another bunch of PR.
    I really think that this is something that important and significant, that month ago there should be a long blog released by the development team, regarding their point of view over the whole system.
    Then we would just be told either they are aware of this and already working on it from scratch, either thinking of tweaks, either they are fine with the current state and all the whinners can gtfo.
    It would really spare me – and supposingly many others – time and nerves.

    3. All the class balance talk concentrated on monk was fine since 1.0.7 Q/A topic, but honestly, all of the classes need balance improvements, still.
    Some of the skills are purely so weak, that at the very moment you see them for the first time, you already know they are not worth it. It’s ridiculous when someone tells me it’s ok waiting with the changes for the expansion… If something is strictly broken from the beginning, you just fix it. Those skills are the material for the patches, expansion is for the new skills.
    Of course, there won’t be any proper skill balancing and/or build diversity if the current itemization system stays.

    Conclusion: cut this expansion talk off, please. Expansion will be a hundred percent disappointment also if the core issues aren’t adressed in the future patches of the classic version of the game.
    Expansion should bring new classes, skills, monsters, acts, all the additional content. The core needs to be fixed before. Otherwise we just have another beta release.

    PS. The fear of changes the DEV team shows is astonishing. The major reason for that, as I can imagine, is our precious RMAH and it’s impact on the game.
    PS2. Trying to rebuild the relationship with the community while avoiding the major issues and treating those community with PR information junk-food will only make the situation worse.

    Sad to say I still care, I still visit the site, I still have hope. I just can’t play the game anymore, the frustration is simply bigger than the fun factor you get.

  25. Qa was doomed to be useless once they limited questions to 1.0.7 only. All responses were predictable, except for the two I found most interesting/disappointing.

    1) One shots in pvp were dismissed as incurable unless pvp specific gear is created. Subtle hint here that arena gear is necessity for team deathmatch feature.

    2) We know wizards are broken, but we have no clue on how to fix. Poor mobility + ranged class + elite design in d3 combine to make wizards awful in inferno, unless you use perma freeze build (which is awful way to play).

    They really fucked crafting in this game. Monsters drop random items. Why would I combine random drops for one additional random drop???? Reduce randomization in crafted items and they become much more compelling. Make them cost more to craft.

    I am hopeful the next qa has a better topic.

  26. Covetous Shen conversation Victory still broken =(

Comments are closed.