D3 class balance


Well, the PVP blog we’ve been waiting for has been posted and it was definitely not what we were hoping it would be (this seems to be trend with PVP). Jay teased us tweeting that the PVP blog post would be up “shortly” then soon changed his tune stating it would be delayed. I really wonder if the post he thought he was originally going to write was what has now been published, or if things really escalated that quick to warrant this response. Whatever the case, here is the blog post in its entirety.

“Hey everyone,

The development team has been working really hard on the features, content, and systems for PvP in Diablo III and I wanted to take some time to give an update on where we’re at.

Of course, our goal has been to release our Team Deathmatch mode as soon as possible, but we don’t want to put anything out there before it’s ready. Right now, Team Deathmatch isn’t yet where we want it to be, so I want to provide some insight into where we are at in the development process.

For us it comes to a few issues, one of which is depth.  Simply fighting each other with no other objectives or choices to make gets old relatively quickly.  We’ve brought a lot of people in to try out Team Deathmatch and, while some found it entertaining, most of our testers didn’t feel like it was something they’d want to do beyond a few hours. Without more varied objectives, or very lucrative rewards, few saw our current iteration as something they’d want spend a lot of time in.

Another is class balance. Like Diablo II, Diablo III was designed to be a PvE-first kind of game, where we never compromised on player abilities in the name of future PvP balance.  We want to be able to carry over as many of the crazy runes, items, and skills as possible, with their crazy effects, and alter them as little as possible. In a casual PvP mode, something equivalent to a WoW Battleground, this would be fine, but Team Deathmatch felt very hardcore, and it put a laser focus on class balance in a way that we didn’t think would be good for the game as a whole.

Certainly, we’ve gotten a lot of benefits from the development of Team Deathmatch, especially in the areas of controls and combat model tuning, but at this point we don’t believe it’s the experience we feel it needs to be in order to ship, so we will be shelving it for now and exploring other options. 

D3 The State of PvP


Well, the PVP blog we’ve been waiting for has been posted and it was definitely not what we were hoping it would be (this seems to be trend with PVP). Jay teased us tweeting that the PVP blog post would be up “shortly” then soon changed his tune stating it would be delayed. I really wonder if the post he thought he was originally going to write was what has now been published, or if things really escalated that quick to warrant this response. Whatever the case, here is the blog post in its entirety.

“Hey everyone,

The development team has been working really hard on the features, content, and systems for PvP in Diablo III and I wanted to take some time to give an update on where we’re at.

Of course, our goal has been to release our Team Deathmatch mode as soon as possible, but we don’t want to put anything out there before it’s ready. Right now, Team Deathmatch isn’t yet where we want it to be, so I want to provide some insight into where we are at in the development process.

Our original intent with PvP for Diablo III was to provide more formal support for the dueling community that existed in Diablo II. We wanted to give players some kind of structure that would not only make it easier for you to duel with one another, but also allow you to have duels that were team-based. This is how our Team Deathmatch mode emerged, and it’s been instrumental in making a lot of improvements to Diablo III. But in continuing to develop this mode, playtest it, and put it in front of other developers within the company, we’ve found that it falls short of our expectations for a high-quality Blizzard experience.

Putting people into an arena and letting them hurl fireballs and swing crazy-ass swords at one another always has an element of fun to it.  I imagine it’s no surprise to anyone reading this blog that people like battling each other in video games, so if you had the chance to play our Team Deathmatch at one of the BlizzCons where we featured it you might not understand why we’d say that we don’t feel the current mode is good enough. 

D3 ZOMBIE BEARS SKILL


LEARN HOW TO GEAR YOUR CHARACTER EARLY. Again, this is much much different than Diablo 2. Gone are the days where you wanted to stack as many +skill levels as possible. There AREN’T any skill levels! Your character’s prime stat is what upgrades your damage and is generally what you want to be focusing on. This means strength for Barbarians, dexterity for Demon Hunters and Monks and intelligence for Witch Doctors and Wizards. Also WEAPON DAMAGE ACTUALLY MATTERS FOR CASTERS. Thats right Witch Doctors and Wizards, many of your spells do a percentage of your weapon damage so you want to be rocking the highest DPS weapon you can- even if that means a two-handed axe. Keep in mind attack speed affects cast speed as well though.

BOSS FARMING FOR LOOT DOESN’T WORK. The more elites/uniques/bosses you kill in a single game increases your chances of finding better loot. This means joining a new game and right as they kill diablo will probably only net you a few blue items and thats it. Sorry Mephisto and Pindleskin, looks like your record for number of times killed by loot hungry adventurers won’t be broken anytime soon. In fact once you hit level 60 you get a buff that stacks up to 5 times that reflects this.

ZOMBIE BEARS IS THE MOST METAL SKILL IN THE HISTORY OF GAMES.