![]() Those types of builds are important too, and not all builds can fulfill every role. While we may not have raised every build in the game to the top bar, we think that’s okay some builds can just be fun and own their place in lower difficulties as stepping stones or for farming. These were long-requested builds that felt like obvious targets for buffs. A lot of older fan favorites, like Whirlwind, Frozen Orb, or Exploding Palm were ideal candidates for changes. With those goals in mind, what have we done so far? Some changes should be more immediately apparent than others. While this has always been an ongoing effort for our team, some of the changes we’ve made in this patch specifically targeted this goal. This means making sure each build plays well in high density situations and group play. Secondly, we want to smooth out the overall endgame experience. While we might not get every build, we’re making sure there is a lot of variation among competitive options. We agree it’s important that there is a lot of variety in the end-game experience and, because we have so many difficulties, we want as many players as possible to reach similar goals regardless of their preferred class set or play style. First, we wanted each class to have multiple builds with different styles that can play in similar difficulties. There were two main goals for this patch. Many of you have been asking great questions, and one of the biggest and most frequent was, “What are the goals of this PTR/patch?” We felt this question deserved a detailed response, so let’s get into it! ![]() We’ve really appreciated your honest, detailed, and consistent feedback through the Patch 2.6.1 PTR. Hey everyone-Don Vu here, Game Designer on the Diablo III team.
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