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 Simple Solution: Almost all melee activated abilities should have a passive defensive included in the core ability. That is, while the wizard is forced to use an entire skill slot for Diamond Skin, the Barbarian (for example) should have diamond skin built into one of its abilities say… Revenge.

Monk and barbarian take 30% less damage base, than demon hunter, witch doctor or wizard. The melee classes also have passives and abilities which provide significant defensive bonuses.
2) Elites/Champions: The biggest problem here is not how hard they hit, but the fact that Blizz did not institute a way to avoid the damage like they did with the Act bosses. For example. Why can the “Jailer” automatically encase everyone without missing but Diablo seems to suffer from Down’s syndrome when trying to trap people?
Because those fights are where you’ll generally score the best loot, they are also intended to be some of the most challenging experiences in the game.
 
We didn’t want ‘boss farming’ to become the goal of Diablo III the way it was in DII. We like that getting the best items is more of a treasure hunt, where finding and slaying those champion packs is what drives players to adventure through the levels. It’s also a good thing that those are thrilling and difficult fights once you find them. Sometimes they’re brutal, but this is Diablo III on a difficulty titled ‘Hell’. Sometimes brutal is okay.
 
3) Act Bosses: Seriously, the act bosses should not be easier than the elites/champions. The fact that this is currently the case is inexcusable.
Answered above.
 
Source: diablo.incgamers.com/
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