Well you need to remember what Act I of D2 looked like.
Blood Moor/Den of Evil - everything dies on one to two hits exept for gargantuans. Experience pops up quickly to allow you acces to your first skills which you will need soon enough.
Cold plains - Corrupted Rogues show up to start introducing the notion of being severely outnumbered and surrounded...fallen camps only serve to improve on that point.
Burial Grouds/Mausoleum/Crypt/Cave level 1 - monsters start getting tougher and more dangerous, ranged monsters start to pop up in larger numbers.
After Stony Field things start looking somewhat dangerous and threatening, you get kited and annoyed by foul crows and goatmen start posing a challenge close up.
In the D3 beta, you get to see about as far as the equivalent of Black Marsh in D2. How in the world can you think you can properly judge the difficulty of the entire act, let alone the later acts and difficulties on the basis of that? From what I've seen on beta gameplay so far, people were actually almost killed by Grotesques or some uniques like Arcane enchanted and such. In D2 you could possibly die on Blood Raven if you go in too early or have a build that only gets better later on...besides that the majority of act 1 it was nearly impossible to die. From that standpoint the Beta is proving to be more challenging than the equivalent portion of the game in D2.
act1 is never hard, unless you rush. only armorer and Andariel is somewhat a challenge.
it's the same in beta. only arcane enchants are dangerous, and Leoric, unless you kite some.
what i was mostly referring to was mob hostility. but thats generally only the zombies that appear in beginning. they just stand there, and rarely atk you as a pack. and also i said to add option for more aggressive mobs for act1 only. nothing about later acts. i'd just want the option, cause it's silly you can stand beside mobs, and it takes 5sec before they atk. and if ppl wanna be hardcore, you should be able to get the little extra difficulty from start.
but you're right, it does get progressively more challenging. and it's probably fine, since it's not gonna take a long time until it gets a bit more challenging anyways.
I understand what you're saying but I don't think it's worth adding an option to increase agressiveness for a tiny, tiny, TINY portion of the game.
As a skilled gamer, it's better to just plow through it and move on while letting the new people learn from it, not add more code to the game for something so insignificant, know what I mean?
What would the option be called in the menu? "Zombie Agro Level for the first 30 minutes of Act 1 - Low / Medium / High" hehe!
They do internal testing for almost all bugs and balancing. Any of them found in the beta is just the cherry on top.
Followers replacing mercenaries wasn't all too popular among the community. The fact that these new side-kicks were only available in single player was a big change it itself, but the added hit of them only being viable in normal difficulty never settled well with the majority of the fan base. In good fashion Blizzard has listened to these concerns and tweaked followers to be viable through all levels of content, though still only useable while playing solo.
While each class have some very specific changes coming, one change is reaching across every class - awesomeness. Through feedback from the community, and internal testing, a lot of players have found skills as a whole don't make them feel as awesome as they'd prefer. Blizzard has heard the cries, and plan to increase the visual effects of many skills, helping enforce the fact that you're a badass demon-slaying demigod.
The trend Blizzard has noticed in the beta is players will skip the small Fury generators such as Bash or Frenzy in favor for the larger ones like Leap Attack, or Ground Stomp. To account for this the amount of Fury the smaller generators will create is getting bumped up. They also found that come late game the Barb is having a tough time surviving due to the classes' need to be within melee range of creatures. This is a little more complex polish, and will involve a few defensive changes.
Am I not reading correctly? I think it's not a bad thing to listen to the players, actually it's what we expect from Blizzard. However, not admitting this is a problem.
Yeah. That's what I wanted to say. It's not the main purpose, but at start they were like we don't need people to test it, we can do it all alone. People of the closed beta test found bugs and reported them, now they listen to people's opinion etc. Of course the main purpose of the beta is to test the game on systems and their servers
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I understand what you're saying but I don't think it's worth adding an option to increase agressiveness for a tiny, tiny, TINY portion of the game.
As a skilled gamer, it's better to just plow through it and move on while letting the new people learn from it, not add more code to the game for something so insignificant, know what I mean?
What would the option be called in the menu? "Zombie Agro Level for the first 30 minutes of Act 1 - Low / Medium / High" hehe!
It is...
They do internal testing for almost all bugs and balancing. Any of them found in the beta is just the cherry on top.
Am I not reading correctly? I think it's not a bad thing to listen to the players, actually it's what we expect from Blizzard. However, not admitting this is a problem.