this means you are supposed to melee them as a DH? LOL
or did the devs forget you cannot shoot on the move except with strafe which has gimp damage.
i pity anyone playing a ranged character on hardcore
Another adjustment being made is increasing both the maximum range and the dead zone of Mortar. Mortar was specifically designed to be an anti-range affix, but many ranged players would just stand even farther away, whereas melee would sometimes get caught in the cross-fire of two Mortars. Increasing the maximum range and the dead zone helps with both of these.
Good write up, but unfortunately I don't see a whole lot of original solutions here.
You've developed a game that has a one-dimensional difficulty ramp up. It's like your team just got lazy and decided that instead of making the game ramp up dynamically to involve a challenge in strategy, mechanics and survival, etc, that you just said "ZOMG just make the monsters do more DAMAGE!. That's how we'll make this game harder!"
Imagine what the WoW community would do if you didn't make any distinction between Normal and Heroic raiding? No new mechanics, no new phases, no new abilities! Better yet, instead of Normal and Heroic, you end up having Normal, Kinda Normal, Heroic, Super Heroic! Again, no intelligent or original way of ramping the difficult other than what a 12 year old can think of, "
Let's have them do more damage"
So, unfortunately, this is the reason why many are frustrated and why a simple repair cost ramp isn't going to fix or balance the game so that it's fun and exciting for most players.
I understand that the original games played like this, but that was out of limitation at the time, not because everyone just loved it. Imagine a scaled AI system where monsters got smarter through later difficulties. As long as your difficulty ramp is one-dimensional, players will be forced to play one dimensionally! That kind of build diversity and freedom of playstyle cannot be obtained, because your foundation is off. Ranged want to go glass-cannon.. wonder why.. Melee being forced to tank...wonder why?
It's not because Inferno is too hard. We like the difficulty. It's because its too one-dimensional and forces us to play in a certain way that isn't' fun for everyone. If you nerf the content, then its not hard anymore and we get bored (think WoW here). The only option is to change that fundamental flaw in the game and tune the difficulty more dynamically.
My Freinds and me go to work every day. We have friends, family and a girlfriend. We havn't the time to farm gold to buy us the gear and now you want to increase the repair costs?!
Additionally We want to FIND the gear an not buy it! However, we had a little plus at the end of the evening when we go to bed and maybe in a few weeks we can buy us something.
When we play together at the evening, we die around 10 times in inferno. That make around 15k gold repair costs, when we have earned 50k gold at the evening. If you increase the repair costs there is no reasen to play the game beacause we (casual) Players make maybe 1k at the evening and die all the time an can't buy anything.... I hope you understand. Sry my English isn't very well.
One of the more controversial changes in 1.0.3 is the increased repair costs. The design intent of these increased repair costs is to make death more meaningful. One of the top arguments we see against the increased repair costs is "I'm already dying dozens of times to make any progress in Inferno. Don't you see this is going to make this impossible?" This concern is most often brought up by ranged glass cannons. Many melee players respond "increased repair costs seem fine" because they haven't been using death-zerging as a tactic. Melee can't easily death-zerg an enemy down, but ranged can. I don't think the answer is to make death-zerging more attractive for melee; I'd rather make death-zerging a less profitable strategy for ranged.[quote]Repair Costs
One of the more controversial changes in 1.0.3 is the increased repair costs. The design intent of these increased repair costs is to make death more meaningful. One of the top arguments we see against the increased repair costs is "I'm already dying dozens of times to make any progress in Inferno. Don't you see this is going to make this impossible?" This concern is most often brought up by ranged glass cannons. Many melee players respond "increased repair costs seem fine" because they haven't been using death-zerging as a tactic. Melee can't easily death-zerg an enemy down, but ranged can. I don't think the answer is to make death-zerging more attractive for melee; I'd rather make death-zerging a less profitable strategy for ranged.
I play a DH and I am in Nightmare mode to get to the point I die a lot I m not a super player and to me this feels like your punishing a class that the mechanics are different. If this goes through I will be forced to stop playing because all the enjoyment of this game will collapse and I will quiit, and yeah I know my voice don't count because if I quit you don't care..
"tl:dr; Why do ranged do more damage than melee, when melee have much less uptime and much more risk?
Can you please explain/reconcile the disparity between melee and ranged in this game? You've given ranged by far the most DPS, while they're in danger the least. It would seem that since melee are the most at risk, they should have the most reward, DPS wise. Instead, I have to close the gap on my enemies and then do far less damage to them. It's particularly noticeable in group play, where I will be attacking a monster for 30 seconds, until a wizard or DH shows up and drops it in 3. Melee in group play is embarrassing. If you're a good player, you realize you can't do much against the barrage of affixes on elites, so you hang back with the ranged and do nothing. If you're a bad player, you try to kill the elites and die repeatedly. Either way, it's just straight embarrassing to take part in. I've lost in-game friends because they've told me it'd be easier with another class, and they just stop inviting me, or accepting invites.
The affixes on elites also heavily favor range, with most affixes requiring melee to leave DPS range, and simply run around waiting them out. Ranged can still DPS while this is going on. Things like mortar, which are supposed to be a ranged problem, are actually a melee problem too because you have mobs separated and one ends up mortaring right on you. If you try to run out, the others mortar you. Most every affix, save maybe fast and damage reflect, is just as deadly or more deadly for melee.
So much of a melee's passives/skills/runes are set to defensive abilities, that it feels like I'm not actually playing a dynamic class, just trying to throw percentages at an enemy to see if I come out on top.
Even in your recent Patch 1.0.3 preview you say:
"If a monk or barbarian is geared well enough that they can use a heavily offensive build and murder everything in Act I, they should be able to swap to a more defensive build and do okay in Act II. As they gear up they can begin adjusting back to becoming offensive in Act II, at which point they can jump into Act III with a focus on defense, and so on."
Why does melee have to "earn" it's chosen offensive play style, whereas ranged has that option from the start? Why do I have to suffer thru a defensive build that is less fun to play in order to earn an offensive build? You implicitly admit in that post that an offensive build is melee's goal: why do you choose to hinder this goal on Monk and Barb, but not on ranged? And then, when we do get that offensive style, it's still less effective than a ranged class? You give ranged classes great damage avoidance abilities--Mirror Image is particularly ridiculous--but you give melee classes percentage shifters: more dodge, less damage, more armor. And again, I do far less damage than the ranged classes, yet I'm tanking with my face. For one instance, look at the damage difference between say Earth Ally and Venom Hydra. It's also not a good sign when you have to stop and actually calculate if Tyrael is doing more DPS than you.
I just can't reconcile the fact that I take much more abuse, and dish out much less than ranged classes. Can you please explain your thinking behind this decision?"
All the people saying how easy D3 should post how many times they died. I am lvl 56 starting Act III Hell and haven't even died 10 times yet. With most of those deaths in Multiplayer since everyone else dies like they don't care and I am left with terrible odds
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