Thursday, 11 September, 2025г.
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Diablo 3 Season 20 Developer Blog Post Analysis & Thoughts

Diablo 3 Season 20 Developer Blog Post Analysis & ThoughtsУ вашего броузера проблема в совместимости с HTML5
Hey guys, here I give some input on the dev blog. Hope you'll enjoy! TL;DW: - P5000 balancing goal seems high because most people never reach it and it affects builds differently, to the point where certain builds are virtually impossible to be played effectively below this level (e.g. Natalya Rapid Fire). Balancing around more realistic seasonal goals would probably be better, just let the high paragon people be. Paragon in general should be addressed. - In addition to plain damage increase, it also adds more toughness than needed the higher you go, effectively making the game much easier at high levels. P5000 adds ~70% raw dps and ~45% toughness over my P2500 character. You go up ~4-5 tiers because of your damage, but monsters only deal ~10-15% more damage, it's also the reason why people are super squishy after finishing their initial gear during the first days of the season. - S19 theme was great because it always gave you a chance in bad rifts, making pushing much more exciting. Making elites and RGs easier to kill in the future could help reduce fishing. Suggestions: New legendary gem that helps when fighting low hp or few targets, or adding more elite damage rolls on items. - Please gief GR restart button. - zDPS playstyles should be embraced as part of the game, they allow low-paragon people to participate in groups and some people simply like it. They could be expanded upon by helping underused support classed with item updates, right now we always use the same two classes (Monk / Barb) and even in triple support setups we see TWO Barbs. - Making builds that benefit from or require macros should be avoided. The damage was done with S19 release without giving a warning for Wizard before. Removing stutter step animation cancelling from Crus is a good and expected change. - GR150 cap is alright as long as clear times stay far away from what we have now. 2min runs make it so that on top of fishing 50 keys per attempt you also quit the game after merely a minute. Also pushing is missing the excitement of someone beating the next tier, no one really cares to do the same a little bit faster (including solo 150s). Keep us away from the cap if possible, at least in solo. - Group play could easily be nerfed by a lot without risking to make it worse than solo, still encouraging you to group up without punishing solo players as much. - Old and unused sets could be tweaked to refresh them. Example: Nerf Natalya 2pc and buff 4pc to make a true Rain of Vengeance build viable again without impacting other builds that only use Natalya for 6pc as much. Blog post: https://news.blizzard.com/en-us/diablo3/23290575/d3-developer-insights-balancing-and-class-set-design Stream: www.twitch.tv/wudijo
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