This change will apply to both Seasonal and non-Seasonal games. Additionally, please note that these hotfixes will only remove the above events from the active bounty pool, not the game itself. The events can still spawn in-game and will provide rewards as normal.
We don’t have an ETA at this time for when these events will be re-added to the bounty pool, but are working to have them available for Season 2.
In Season 1, many players were able to quickly level their heroes and earn a coveted rank on the “Race to the Top” leaderboard exclusively by running the bounties in question. While we won’t be removing any Conquest credit or ranking from players who chose to use this particular technique, we will be making changes to these bounties for future Seasons. The desire here is to help promote an environment where the most efficient way to play is also the most varied (and ideally the most fun too). With this, one of our goals for Seasonal Conquests is to encourage players to try out different tactics and explore different play styles, so we will be evaluating all Season 1 Conquests with that goal in mind and making changes for Season 2 as needed.
Once again, thank you for your feedback. We’ll continue to grow and improve Diablo III with your support, so please keep posting! In the meantime, we wish you glory and good fortune in Season 1, and good luck to those still racing for a spot on our current Conquest leaderboards.
See you in Sanctuary!
And why is this being applied to non-seasons?
Lylirra: Same reason. The current structure of these specific bounties don’t really align with and/or support our design goals (not just for Seasons, but the game as a whole).
The desire here is to help promote an environment where the most efficient way to play is also the most varied (and ideally the most fun too).
Lylirra: The changes we’d like to make to said bounties (so that they can better mesh with the above) can’t be hotfixed and instead will be something we strive to address/improve on with a patch.
I was surprised to see this news, since I figured if Blizzard didn’t care if players cheesed this way, after they declined to fix it coming out of the PTR testing. My next surprise was how hard it was to find a decent visual representation of “shutting the barn door after the horse has gone” via google images.
As for the fix, during the comment conversation on our vote (which revealed that a strong majority of you guys wanted the cheese gone), where various suggestions to fix this issue were thrown about, I had a remember-y. During the Reaper of Souls beta, none of the “kill monster X” bounties had kill counters attached. You just had to find the monster and kill it, and you completed the bounty. This made all such bounties in small areas very easy to exploit, and also put a huge advantage on characters who could move very quickly, since all you had to do was zoom around, looking for the yellow sonar ping on the map, kill the Purple, and teleport off to the next bounty. (The hardest part of those bounties was usually finding a clear space to remain unmolested for the 5s duration of your TP animation.)
In response to this cheesy play style, Blizzard implemented the 50, 75, 100, 125, or 150 counters, requiring players to kill X number of enemies AND the bounty target. It seems to me they could easily just tack a kill counter onto these 4 exploitable bounties and solve them the same way. If players had to kill 25 or 50 monsters while doing the Miner’s Gold or Jar of Souls, that would make zero difference to normal play, while completely eliminating the “run through completely undergeared on T6” play that wrecked the Softcore ladder race last Friday night. (Killing the Elite that spawns in The Miser’s Will cellar, and the annoying ghost of the Matriarch’s Bones would do the same.)
Probably they’ve got some much more complicated and thus slow to implement fix in mind, though.