Once Again, Calling Into Question GGG's Various Balancing Issues

After recently comparing the Seasonal Server and the Permanent Server, I noticed that some of the same monsters have a significant difference in strength. Then there's the issue of drop rates. After organizing my thoughts, I want to ask GGG:

1.You're destroying and nerfing fun builds while increasing the difficulty of monsters and gameplay. The green liquid and green orbs in the Abyss are almost more intense than endgame boss skills. On one hand, you're weakening players, and on the other, you're strengthening monsters and gameplay. Do you just have something against players having a good time? Is this what you call "balance"???

2.Why does party play have such high drop rates? What's the point of Solo Self-Found mode? Are solo players not worthy of finding more items??? (If it's not clear, let me give an example: A party might get 10 Divine Orbs in one battle, while a solo player might not even get one in 10 battles.)

I think that since this is a commercial project, you should focus on what players enjoy and need, rather than stubbornly sticking to your own ideas—unless you have some special fetish for tormenting players?

The loot system is unprecedented—I've never seen a game that forces players into party play for better rewards. I suggest you do some market research. It's 2025, not the era of Diablo from 2000. Social gaming isn't what you imagine it to be! And this isn't the first time we've reminded you. You might as well check your backend data—see how many bot accounts there are, all running six-man parties on a single PC to farm items. This is how the economy gets ruined!
Last bumped on Oct 12, 2025, 1:01:18 AM
Lastly, I hope GGG can show respect for Solo Self-Found players! Instead of wasting time on unnecessary balance adjustments, it would be better to focus your efforts on optimizing the game itself.
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The loot system is unprecedented—I've never seen a game that forces players into party play for better rewards. I suggest you do some market research. It's 2025, not the era of Diablo from 2000. Social gaming isn't what you imagine it to be! And this isn't the first time we've reminded you. You might as well check your backend data—see how many bot accounts there are, all running six-man parties on a single PC to farm items. This is how the economy gets ruined!


I mean, in D2 on the battlenet when more players joined it increased drop chances. It is why they put the /players command into single player so people playing offline could benefit. It is tough to balance a multiplayer game with a SSF game mode, SSF will always get less loot, unless you can artificially increase the player count. It is just the nature of the beast. Because otherwise there is no point to party play, and that is the far larger portion of their player base.
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The loot system is unprecedented—I've never seen a game that forces players into party play for better rewards. I suggest you do some market research. It's 2025, not the era of Diablo from 2000. Social gaming isn't what you imagine it to be! And this isn't the first time we've reminded you. You might as well check your backend data—see how many bot accounts there are, all running six-man parties on a single PC to farm items. This is how the economy gets ruined!


I mean, in D2 on the battlenet when more players joined it increased drop chances. It is why they put the /players command into single player so people playing offline could benefit. It is tough to balance a multiplayer game with a SSF game mode, SSF will always get less loot, unless you can artificially increase the player count. It is just the nature of the beast. Because otherwise there is no point to party play, and that is the far larger portion of their player base.



They are failing to properly balance party play and SSF, while also proving ineffective at monitoring and controlling bot scripts. This negligence will only exacerbate the situation - their enforcement against bots isn't even half as effective as what's implemented on Chinese servers. This is precisely why I insist that instead of obsessing over how to nerf and take away players' enjoyable and effective builds, it would be far more valuable to focus on studying and resolving these tangible issues!
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The loot system is unprecedented—I've never seen a game that forces players into party play for better rewards. I suggest you do some market research. It's 2025, not the era of Diablo from 2000. Social gaming isn't what you imagine it to be! And this isn't the first time we've reminded you. You might as well check your backend data—see how many bot accounts there are, all running six-man parties on a single PC to farm items. This is how the economy gets ruined!


I mean, in D2 on the battlenet when more players joined it increased drop chances. It is why they put the /players command into single player so people playing offline could benefit. It is tough to balance a multiplayer game with a SSF game mode, SSF will always get less loot, unless you can artificially increase the player count. It is just the nature of the beast. Because otherwise there is no point to party play, and that is the far larger portion of their player base.


Moreover, the "The Crowbell" bug persisted for three entire seasons and was only recently fixed. Is this a matter of capability? I believe it's an issue of attitude. Many things they claim are difficult to achieve simply come down to whether they're willing to put in the effort or not!
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Moreover, the "The Crowbell" bug persisted for three entire seasons and was only recently fixed. Is this a matter of capability? I believe it's an issue of attitude. Many things they claim are difficult to achieve simply come down to whether they're willing to put in the effort or not!


They're in the process of building the game. They have to prioritize bugfixes, features, and random things people complain about on the forums.

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