Could you please do a nerf mid season for what ever is crazy OP and do a secondary leveling race so a mid season leveling ladder (yes let everyone keep there items and see how crazy fast people can get there) and just have a mid season ladder or just a sort for characters that are season X and season X.5
also…
This season is lasting longer then expected so could you please make a .5 for us maybe nerf reflect and fix/enhance a few things that are not working as people expected them to perhaps?
I am curious why you’re asking for nerfs. Myself personally I’ve never understood why players would want builds to perform worse in a non competitive game. If it’s related to the seasonal endless arena or comparison of your own build to a meta overclocked build, I guess that could be a thing.
Like for example your trying to get first place in arena for BM and you want to do it with a self made spriggan companion build, but can’t keep up with frogs or eq bear. I get the dissatisfaction by comparison, but why not ask for buffs first prior to nerfing others.
I get if you’re a dev and there’s a build that’s so strong it makes your hardest content look like the first level in Mario. As that can cause negatives towards your efforts and overall game presentation, but as a player I don’t understand.
This is intended as a legitimate question and not troll talk.
Have you ever played Diablo 3? Baseline balance is important so we don’t end up in a game where everyone is making billions to trillions of dmg an enemies have HP numbers I need to look up.
Nerfing stuff is normaly easier and faster done then buffing everything else.
I said “Do something about balance!” for years and years. That’s where the circly closes with OP’s wishes I guss because EHG already makes changes to bugged and overperfomig stuff at some point in the season.
Wanting a ladder that shows 2.0 and 2.0.1 after big changes were made isn’t much to ask from my point of view.
Yes, we know how detrimental in perception mid-season changes are.
Yes, we know that people will be pissed off.
But also… yes… we know the state of the balance in the game and I see no reasonable option to avoid it to actually bring it back into a decent state. You cannot always act safe, that’s what got EHG in the whole mess in the first place. ‘Only MTX when we’re done with full content provision’ and that’s still not the case and caused their whole business to literally fail (as they had to sell it). It caused extreme outliers on the power scale so people have no clue when to even say ‘this game is fine difficulty wise’ versus ‘this game is so easy I can let my 6 year old play it successfully form start to end’.
Action has to be taken and is years overdue by now, pissing people off with fast-paced messy but regular changes is the least of worries currently, the bigger worry is keeping people not walking away in troves as what’s happening.
A company can sustain itself when are at least around the ‘stagnant’ area… but sadly LE is loosing customers steadily, cycle… after cycle… after cycle, and even major releases like 1.2 only bring back a fraction before it drops massively down again, with postponed releases expediting the whole situation even further.
The current system is clearly not working, so don’t keep doing the same failing thing… that’s insanity.
Yes I have played d3 and other ARPG’s just never to the amount of this game.
And if the issue is damage numbers getting too high then why not just put a cap. And I’m talking a dps cap not a skill damage cap. I know people get upset at that notion then start rambling on about attack speed and dot ticks.
If the general consensus I’m gathering is certain skills need to be dialed back because their damage output is too high why not put an overall cap. That way unless it’s a bug you shouldn’t need to nerf individual skills. And the devs could focus on bringing all skills up to par over spending time reworking “good skills”. It would also ideally allow for players to diverse stats used. (Just note I only play glass cannons and never intentionally include life or def stats)( also I hate the idea of a damage cap but I get not everyone thinks the same).
As a post note if the idea of a blanket DPS cap (such as no enemy can talk more then (x) damage per (y) seconds) in my personal opinion the argument for wanting a nerf is neither for the good of the game or balance. It’s rather a personal opinion or stance (probably from comparison of A to B) and player (z) has come across something underlining that bothers them in a negative way.
To end Buffs before Nerfs (im(preferred)o). Also I don’t hate people asking for nerfs I just don’t understand it.
Assuming “DPS” would be an exact science, for most over-performing skills - where the devs arbitrarily draw a line - this will result in those skills being nerfed, so exactly what was suggested/talked about. You only seem to suggesting a different method than what OP might have had in mind. So, I don’t understand your argument, especially in the context of your first comment.
These kind of discussions are always about opinions, aren’t they?
I for one don’t enjoy playing builds I consider too powerful. But I often like the mechanics of skills/builds that fall into that category. This leads me to a choice with two options:
Either I play those skills/builds and constantly limit myself, which isn’t enjoyable in a game whose primary gameplay loop is constant optimisation.
Or I don’t play those skills/builds which significantly limits my build variety. The funny part is, that I often see this argument being made for the opposite stance, that nerfing things limits build diversity. I disagree.
Not exactly I’m saying let skills do 20 quad-drillion-trillion damage all they want but the most a mob/boss could take at any given second it’s capped let’s just randomly say most they can take is 1million a second. And that includes from all sources so if you have four people doing 10 billion damage a hit and fourth minions doing a billion each a hit it won’t matter as a boss can’t lose more then 1million a second.
And again this numbers are pulled from my behind insert whatever value makes u happy it could be 2 for all I care.
And yes basically everything is an opinion if you stretch the parameters far enough.
And yes I used silly words and numbers it was just to be dramatic to cover a large base
But that was his point. That is basically a nerf.
If you have a skill that is doing a trillion damage and you nerf it so it does 1 million or if you have a skill that is doing a trillion damage and you make it so that max damage is 1 million, the end result is still the same:
-The skill did 1 trillion damage and is now only doing 1 million damage.
So it’s still a nerf, except it’s a lazy nerf, rather than a properly thought out one that addresses the real issues behind it.
EDIT: Not only that, but a nerf is transparent. The skill now does 1M damage. Your solution would either show a tooltip damage of 1T but only actually deal 1M (which would confuse new players) or it would show a tooltip of 1M and when you had more damage it doesn’t change (which would confuse new players).
At that point might as well just have all skills deal 1 damage capped and have bosses have 100 life.
It seems I’m not able to properly explain what I’m saying as it’s missed so I’ll try putting a few quick points. If it’s still unclear just nvm me.
On the topic of players requesting nerfing skills based with in the box of they do to much damage.
*put a enemy based dps cap
*cap factors in all damage sources
*cap is generic to all damage types
*cap factors in multiple sources all at once
*cap is not a skill nerf but player performance limiter
why a cap is better then skill nerf is it’s a blanket solution to stop using dev resources on dialing back skills
dev resources are limited and to me are better used to make “bad” skills “good” vs making “good” skills “bad”
devs having limited resources matter as people won’t stop complaining about the next season taking to long to come out
people complain about old bugs not being fixed yet seem to want to prioritize nerfs and resets more then
Bug fixes and stability
*just face the facts unless they get a magic money making wand the le team have to pick and choose what gets worked on with the resources they got
this is so long I’ve forgotten most of what’s been said and I’m the one talking which is a terrible sign
*last point of matter overall I just tried to ask why do players want nerfs and this is becoming what could be called a witch-hunt or target of hate towards me.
No, not upset… it’s just not possible to be done.
Mechanically sure… but it’s a nonsensical approach.
As a single example… you’re hungry… you can eat 1 Steak before you’re sated.
Why would you buy 2? What reason is there behind it?
Same with DPS. If you reach the cap you’re ‘done’. So you now not only have to balance the game… but you also have to guarantee you never exceed that limit as everything coming after is useless. It has no meaning to be done.
If my limit is 1000 DPS and I get equipment potentially doing 1000000 then it’s the same as the 1000 DPS equipment. Hence it’s worthless.
That’s not a consensus, that’s a psychologically known concept by now. If numbers get too big our brain stops parsing them as improvement, we stop seeing ‘this is getting better’, we cannot perceive it mentally… logically sure, but we have no reference anymore and it looses meaning.
World of Warcraft had this exact issue, which is why they reworked their whole progression system (before it became awry again) once already to reduce numbers substantially. Players stopped engaging as number differences couldn’t be parsed anymore.
Limits are fine… but you gotta be very precise with the type and amount of limits.
If you would pass any limit you simply remove choice as anything reaches there after a while (since stuff becomes more powerful inherently, or you got nothing new to strife for) and hence you simply increase the options to get there up to a point where anything gets to there no matter what you do, which deprives any meaning of choice.
Yeah, and to not make this a important choice of ‘either/or’ you gotta ensure that the quality of outcome for both is relatively close together. Not too close as then it has no meaning to choose a skill… and not too far apart as it enforces one over another, hence removing the option to choose something because it’s so bad that comparatively it won’t provide the sought after outcomes.
Yes, exactly the issue.
If you can only do a million but you have the potential of one septillion then anything above the million has no value.
We seek numerical increases because we adhere value to them. If you remove the value there is no reason to seek anymore, outside of principle… which only a fraction of players can function on.
Capping dmg while beeing able to dish out 1 million times the dmg would make me laugh so hard I’m tempted to want that implementation as a monument of incompetence and a dictonary entry of unbalanced.
I don’t know how to quote specific parts on a iPhone but the comment of people don’t value small changes past a certain point stop mattering does not apply to me. On my bear frogs doing an average 250k+ per hit and the bear at least twice that. I reworked my whole skill tree just for an extra 5k at most per hit. It made no difference in speed and actually hurt me overall as I was squishier and died more, but I did care as I aim to get the highest per hit dmg in every build I make. I make builds with no res and some negative res as I don’t care if I can take a hit. Currently my next build is going to be focused on smelter wraith and will use event horizon and the melee crit boots that give -75 physical res and the melee crit shield that gives u the apocalypse buff and eats 1/3 of you hp. And I have zero plans to balance or cap the negative res. If I have any def layers it will be completely coincidental.
That’s not a consensus, that’s a psychologically known concept by now. If numbers get too big our brain stops parsing them as improvement, we stop seeing ‘this is getting better’, we cannot perceive it mentally… logically sure, but we have no reference anymore and it looses meaning
Ah, yes. If you do 478264872 damage or 218946611287 damage is nothing our brain can handle. All we see is ‘big number’ but it makes no sense, we cannot comprehend it in the moment. So when numbers increase at such ranges they are all ‘identical’ for us, we loose the concept of progress.