Nerfing Defensive Archnemesis Modifiers

thanks for the update and changes - please do something about crafting , crafting is destroyed many of us play this game only to craft , please ggg requesting do something about crafting before its too late.

thanks to you all for your hardwork to keep this game working day after day.
I'm not even sure this will stop the bleeding, let alone bring anyone back that rage quit.

Confront those who dare obstruct the transmission of your information with swift rejection, for they sit silently obsessing over your submission.
What about the offensive AN mods? I have spent the last two days believing my build is bad because I keep getting slapped in red maps but when I finally decide to try some guardian and conquerors (maven witness) I can do them deathless.

AN is bricking the game. Lowering their defensive modifiers wont stop us getting mauled in maps by these random dumb monsters.
My take on this... Step in right direction but small numerical changes not going to suffice. Changes like this will make encounters with AN mobs with ridiculous mod combos only slightly faster so a fight lasting like 2 minutes might still be like 1 minute 45 seconds now... When you can beat act bosses in like 30 seconds or less. I think the problem is less about number changes and more about the mechanics of AN... Problems like mods stacking for crazy high stats, effectively breaking player builds and with reduced loot drops it's even more difficult for players to respec their characters. It's becoming more and more impossible for players to adapt and overcome with their builds and the RNG of what AN mods a mob gets could suddenly stop a players momentum seemingly out of nowhere.

Then we have certain AN mechanics which are just ridiculous... Herald totem spamming, DoT ground effects lingering for forever, neverending lightning mirages... For the most part it comes down to too much spamming or death effects. It's like if a player kills an enemy, the fight is done. It shouldn't be players running around for 10+ seconds after an enemy is killed to avoid mirages, or toxic balls or lingering ground effects etc. So if you were going to patch something next I think it should be those.
Feedback:
- Easier to just remove Archnemesis completely out of the game.
- Add Divine orb pokemon cards.
- Revert drop rate
- Do something with all skill gems that's are in the game. 90% is useless.
- Buff ascendancies. Most of them are useless as well.
What a shitshow this has been. Still is?... but, a Step in the right direction. Iam slow and casual. I think when i get to mapping i will be burned out of the game very fast. But we'll see. Depends on the fun factor. i worry how iam suppose to do shit like blight and incursion with those archnemesis mods... iam never going to be fast enough if i dont get insta killed that is... how am i suppose to build enough defense and offense to deal with this archnemesis bullshit?
Last edited by Rekill#3893 on Aug 25, 2022, 5:02:43 PM
Problem: It takes 10 times the amount of time to kill a random 4-modded rare than it takes to kill any Pinnacle Boss.
Solution: It now takes 9 times the amount of time.

Please buy supporter packs.
I think u need to get your house in order cause if diablo 4 is good your in alot of trouble. harvest the best stuff for the everyday player. might be time to switch out some of that ultra hardcore lead dev
Even just looking at these you can see why players were having such an issue with the mods being stackable.

I still don't understand the change in rares from 3.18 to 3.19. In 3.18 they were bad enough in some cases. Even Essences are still deadly. The play for them is to do essences in lower-tier maps and upgrade them rather than just do them in higher content.

Essences in 3.18 in higher tier maps and upgraded in the Atlas were so deadly when the essences got stacked up.

Overall I still don't understand how this made it through a QA or even just a meeting on balance. As even an average player would have told you about the issues with Essences + Archnemesis being stackable as it is in 3.19.

Looks pretty good, the ability to counter builds is my only problem with the archnem mobs. This looks like a step in the right direction to fix that issue, keep up the good work.

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