08/25/2011 02:12 AMI hope that Blizzard has more planned for "end game" than just Inferno Difficulty. I realize that obtaining the best of the best loot, gems, runes and etc will take quite a while but do not underestimate the farming capabilities of those with no lives such as myself.
Posted by Monath
They have said there is more to it then just a flat difficulty, though they implied whatever more there is may not come out until shortly after the game is released, and then may expand further for quite some time.
Here are my issues with Inferno Difficulty:
1) Flat difficulty means that once I learn and get through the toughest challenges of Act 1; the rest of the Acts won't be of much challenge especially if I get good loot from the first Act.
Maybe, maybe not. We don't actually know enough yet to make this statement with certainty. However, if the mobs change (to different kinds of mobs) in the later levels, then chances are some things will still take you by surprise. Also I believe there is not yet any confirmation either way on whether you will actually have to fight through Act 1 in Inferno in order to access Act 2. Given the devs stated goals with Inferno they could easily decide to just give everyone automatic access to either all waypoints, or to the first waypoint of each act. This would let people go wherever they want in Inferno right from the start. It's not like the point of Inferno is to make people play the entire game a 4th time.
2) They can't combat #1 at all because of the following:
Your first mistake is in assuming #1 is fact. Your second mistake is in assuming that even if it is they would want to combat it. The stated goal is to provide flat difficulty and no reason to NOT go wherever you like best. Not to provide reasons to go anywhere specific.
If they increase the difficulty in say Act 2 then as a player I will have no reason to ever go back to Act 1.
Actually you have this backwards. If Act 2 is harder than Act 1 then Act 1 will be more lucrative UNLESS:
...they increase the loot quality or quantity in say Act 2, then as a player I will have no reason to ever go back to Act 1.
This is true. But their stated goal is to make it equally lucrative to go anywhere in the game. So there is no reason to think that Act 2 will have better drops than Act 1.
Considering these points I feel that the current implementation of the Inferno Difficulty is quite unnecessary, lacking, and will serve no real purpose other than being "just another difficulty".
*sarcasm on* Wow. You played the final game all the way through Inferno difficulty already, and are not under an NDA either? Why don't you fill us in on what the game is like!!!! *sarcasm off*
In other words, you don't have a freaking clue what the current implementation of Inferno Difficulty is, just like the rest of us, and it isn't even finished anyway, so this statement is pointless.
Here is what I suggest for a revamp to Inferno Difficulty:
1) Keep rune drops, gold, gem drops, and most gear drops relatively flat across all 4 acts.
Most people already think this is the plan. They all but said it was.
2) Scale the difficulty as to test the mettle of even the mightiest of warriors. With acts increasing in difficulty as done traditionally.
This is 100% counter to the dev's stated goals. People would just do act 1 repeatedly, as you already stated.... But lets just see what your fix is:
The difficulty must be insanely difficult for those in even the best of Hell quality equipment. This will be done to ensure that people aren't doing full runs of the content right off the bat with the suggested change described below. As well as making the game more enjoyable as power is nothing without those to test it upon.
3) Create a buff or mechanic with a limited duration to be obtained after a Boss is killed that increases your loot quality and/or quantity. This will encourage players to not only complete the entire difficulty but also to make them want to increase their skill level so they may get through content faster and more efficiently to receive better loot.
Having a limited duration of this buff would prevent people from obtaining the buff and then farming areas off the beaten path for loot. The idea is that you will want to continue through the difficulty and stack this buff as high as possible for epic loot off of Diablo or whomever is the "last boss".
This buff would also stack meaning I will have 1 stack if I kill the first boss and then if I kill the second boss before the first buff expires it will stack to 2 and so on.
This idea is completely counter to the devs stated intention with Inferno and just a bad idea in general anyway.
First, other people have already come up with a far more useful version of this based on % of mobs killed in a given act raising your MF. Your idea is like a horrible backwards version of that one. If your idea was implemented people would just get all the waypoints and then run the bosses in order from Act 4 to Act 2 (They would start with hardest because it will take longer and since the loot is the same there is no point in risking losing your buff to a long 4th fight), bypassing everything else in the game they could. Then once only the easiest Act 1 boss was left the would put on as much MF gear as they could get away with and beat the Act 1 boss too. Then they would put on even more MF gear and clear as much of the easy Act 1 as they could before the MF buff ran out. Rinse and repeat.
It would be D2 Boss runs all over again.
The simplest solution is to make the difficulty flat but VERY hard, and give people access to the first waypoint in every act automatically. People could then fight their way through the acts in any order and go anywhere that interests them whenever they like, which is the devs stated goal for Inferno to start with. "Problem" solved.