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Blacksmith Cost VS AH Costs
The intent was to use your Blacksmith to fill those itemization gaps that can happen due to the randomized drops. The issue is the Blacksmith compared to the AH is just not worth spending gold to level up right now. It's something we're aware of.
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The game is still very young, and it's an amazing game (as most will agree.) But there does have to be some changes in the way classes play out. We were promised various viable builds for customization, but it seems like everyone is following 1 person's build just so they can survive past Act 2 Inferno.
Absolutely! That's the problem exactly. These outlying OP skills need to be handled before we can pinpoint any content adjustments we need to make for the difficulty to feel a bit better, fight the need to kite everything which is killing melee's souls, address items, like, we understand and are working on all of these things. We're going to be working on and supporting this game for years to come, two weeks out, sure it's probably going to need some sanding. Bear with us. We love you.
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Since you nerfed the 2 classes capable of doing it it is now virtually impossible. There are a few players who have done things such as kill diablo, but bosses are the easiest part of inferno.
We purposely launched the game with Inferno being far more difficult than what we were able to progress in ourselves, assuming people would find it as difficult but with a few skilled players able to pull it off, or the difficulty would simply help root out problem skills and builds that allowed flaw-filled progression possibilities.
I think the main problem we're running into is people progress more or less linearly to Inferno, and the brick wall effect makes it seem like these broken skills were the correct way to overcome the difficulty because the belief is that Inferno must be an immediately surmountable challenge, which it isn't intended to be. Or the reverse, that because these skills allowed progression the classes that did not have them were too weak/broken, which isn't correct.
We'll provide a bit more info/context on Inferno tuning through an article we're working on for the front page.
There are definitely some aspects of Inferno and the way damage comes in that we're looking at. Before we get there though we want to address the skills that are 'must haves', and see how the skill and gear game settles out a bit before we address content. If there's a skill that you absolutely can't survive without, that's a much more serious issue to customization, build diversity, and the game as a whole than someone not being able to progress as quickly as they feel they should.
I think tweaks to content difficulty is a given, it's going to happen in some shape or form, but we're not there quite yet.