![]() We will be improving communication, sharing patch notes at least a week prior to launch so that we can have meaningful conversations with our community. We will ensure that if we're adjusting something overpowered, we will provide compelling alternatives for players to explore for their class instead. Moving forward, we will take a more surgical approach when adjustments to balance are needed. Patch 1.1.0 was the start of the changes needed to map against the changes we're making to Nightmare Dungeons – which will be hot-fixed in today! Addressing Concerns & Future Patchy Approaches We also know that Nightmare Dungeons are currently way too difficult – they should feel achievable through multiple builds, and high-level tiers (beyond Tier 50) are particularly over-tuned towards difficulty. ![]() ![]() Some changes implemented in this patch were made to address this issue. So why did we do Patch 1.1.0? Our goal is for multiple builds to be powerful enough to defeat our toughest foes, like Uber Lillith: one build shouldn't be the only way to play a class. We know that building your character's strength is an essential part of the fun of Diablo – and that it feels bad to take away power. Diablo IV was always meant to be a capped power experience and not an endless grind. ![]()
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