Diablo III Designers Address Burning Question of Melee/Ranged Disparity

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Diablo III Designers Address Burning Question of Melee/Ranged Disparity

Unread postby News Portal » 8 Jun 12, 1:54 pm

"Melee vs. ranged disparity is not fine, and changes are being made," says Diablo III's Senior Technical Game Designer, Wyatt Cheng. Cheng outlined his position in a massive post on the Battle.net forums, explaining how the upcoming changes for patch 1.0.3 are aimed at closing that gap. "A significant portion of the melee/ranged disparity is related to a ranged character's ability to progress even while dying," says Cheng. "A melee player can throw themselves at a monster and die, doing almost no damage to an elite enemy. A ranged player can do a huge amount of damage to an elite enemy, die, respawn, and basically attrition the enemy down with repeated deaths."

Source: Battle.net

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Re: Diablo III Designers Address Burning Question of Melee/R

Unread postby André Axe'm » 8 Jun 12, 1:56 pm

What, you didn't consider that when designing the skills?
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Re: Diablo III Designers Address Burning Question of Melee/R

Unread postby DarKnode » 8 Jun 12, 2:44 pm

Why couldn't these designers be working on SC2? With SC2 it's all smoke and mirrors, denial and 'well WE WILL SEE IN A FEW MONTHS IF THINGS IMPROVE BY THEMSELVES'
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Re: Diablo III Designers Address Burning Question of Melee/R

Unread postby nit3hunt3r » 8 Jun 12, 3:16 pm

Ooooo... I play a monk so I guess this is good news. 8)
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Re: Diablo III Designers Address Burning Question of Melee/R

Unread postby a3gis » 8 Jun 12, 3:28 pm

except that blizzard's idea of a fix will just be to nerf ranged dmg :/
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Re: Diablo III Designers Address Burning Question of Melee/R

Unread postby Pearl » 8 Jun 12, 4:35 pm

a3gis wrote:except that blizzard's idea of a fix will just be to nerf ranged dmg :/



lol yeah.
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Re: Diablo III Designers Address Burning Question of Melee/R

Unread postby DjVu » 8 Jun 12, 4:42 pm

DarKnode wrote:Why couldn't these designers be working on SC2? With SC2 it's all smoke and mirrors, denial and 'well WE WILL SEE IN A FEW MONTHS IF THINGS IMPROVE BY THEMSELVES'

Its similar with D3 but it also depends on who answers.

Just take a look at the answers they gave during the AMAA regarding 1) Hiding in-game information from players and 2) specifically why life steal is so rubbish compared to Life On Hit.
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Re: Diablo III Designers Address Burning Question of Melee/R

Unread postby Bronze_D » 9 Jun 12, 11:27 am

Should've seen the responses when melee class players were complaining and how the DH and wizard players (who quite obviously were abusing their godhood at the time since they were in Act4 inferno with pitiful damage) shot back at them...

aside of the usual 'L2P' and 'you just suck' etc (ironic given that when you check their profile they never play the melee class up to that time) there were quite a few hilarious ones.

that said, by now i don't think there's anyone left that can deny that there's a serious skew on the balance of melee/ranged unless if they live in the dream land.
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Re: Diablo III Designers Address Burning Question of Melee/R

Unread postby EveT » 9 Jun 12, 11:35 pm

I knew something was skewed, but always thought it was just my crappy gear, or armour, or playing. I usually play with my partner who plays ranged, and together, we'd usually deal with enemies quite quickly. But, when I'm on my own, it always took twice as long and I would just keep dying. So yea, hrm! This explains it all!
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Re: Diablo III Designers Address Burning Question of Melee/R

Unread postby revengous » 10 Jun 12, 1:31 am

Pearl wrote:
a3gis wrote:except that blizzard's idea of a fix will just be to nerf ranged dmg :/



lol yeah.

I dont think they will, I read the post on the forums - Blizzard want to make it harder for people to just ranged attack and die and make it easier for melee players
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Re: Diablo III Designers Address Burning Question of Melee/R

Unread postby Marius » 10 Jun 12, 5:16 am

Bronze_D wrote:
that said, by now i don't think there's anyone left that can deny that there's a serious skew on the balance of melee/ranged unless if they live in the dream land.


I can. :)

The designer goes on to say that the disparity isn't there in hardcore because ranged classes can't death zerg things.

Melee are still viable if proper tactics are used by everyone (i.e. no death zerging). The two highest characters in hardcore have been a barbarian (act 2 inferno) and a monk (act 3 inferno). This is because melee classes are still more tanky where it counts - the monk managed to get through inferno Belial without being one shot by any of his attacks.

A demon hunter or wizard cannot do this, which is why inferno progression for a hardcore DH/Wiz is far more difficult. Sure, we can farm stuff a bit better, but get put into a caged arena fight, with one shots ahoy, with no room to kite for miles, and we go down.

Fortunately Blizzard understand this - they can see hardcore progression (plus their lead technical designer seems to be a massive fan of the mode), and as stated in their post, will be focusing on removing death zerging, rather than ultra buffing melee or nerfing ranged.

André Axe'm wrote:What, you didn't consider that when designing the skills?


They did, but they didn't expect the most popular tactic to be suicide bombing.
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Re: Diablo III Designers Address Burning Question of Melee/R

Unread postby André Axe'm » 10 Jun 12, 12:04 pm

Give all monsters life regen on kill. :twisted:
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Re: Diablo III Designers Address Burning Question of Melee/R

Unread postby Bronze_D » 10 Jun 12, 3:51 pm

they do...

they regenerate back to full in about 10 seconds or so.

what some of the ranged class then did was pull them all the way to the respawn checkpoint to kill it before this regen kicks in.
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Marius wrote:
Bronze_D wrote:
that said, by now i don't think there's anyone left that can deny that there's a serious skew on the balance of melee/ranged unless if they live in the dream land.


I can. :)

The designer goes on to say that the disparity isn't there in hardcore because ranged classes can't death zerg things.

Melee are still viable if proper tactics are used by everyone (i.e. no death zerging). The two highest characters in hardcore have been a barbarian (act 2 inferno) and a monk (act 3 inferno). This is because melee classes are still more tanky where it counts - the monk managed to get through inferno Belial without being one shot by any of his attacks.

A demon hunter or wizard cannot do this, which is why inferno progression for a hardcore DH/Wiz is far more difficult. Sure, we can farm stuff a bit better, but get put into a caged arena fight, with one shots ahoy, with no room to kite for miles, and we go down.

Fortunately Blizzard understand this - they can see hardcore progression (plus their lead technical designer seems to be a massive fan of the mode), and as stated in their post, will be focusing on removing death zerging, rather than ultra buffing melee or nerfing ranged.
Oh yeah that's all good and valid.

But unfortunately this is only part of the problem, Blizzard designers essentially miscalculated (by a large margin) on the effect of the abilities that the monsters have on the classes.

in general melee class take exorbitant amount of damage for melee strike attempts compared to ranged, from things like plague/vampire, desecrate or worse molten/fire chain, frozen, among others the amount of damage the melee class can expect to face just by attempting to get into melee range is sky high compared to the ranged class.

From what i can gather essentially what you are saying is that ppl naturally are supposed to farm the gears necessary until they can just go through it the same way a regular person go through say normal mode.

In practice though this is not what's happening, the fact is that ranged classes, either DH or wizard does NOT NEED to death zerg the enemies to kill something, there are combinations that indeed will be near impossible for them to kill with just kiting (hello invulnerable minion, vortex, molten, naturally flying or fast mob), and THIS is what they use the death zerg to kill, but with moderate gears they can burn through the REST of them with ease and THIS is where the clear imbalance is showing very much.

Comparatively the melee class gets obliterated if they attempt that same approach with similar item level gear (comparable stats and cost), because just by being in melee range to the enemy increases the damage they take by colossal amount which their gear generally cannot handle.

So you farm the lower level with the melee or get the gears from AH at MULTIPLE times the price of the gears the DH and wizard need to clear the act, while the DH and wizard (and technically the WD too but i don't play WD) farmed them ages ago with stats a fraction of what the melee need.

THIS is why there are many popular build for melee class around in the forum centered PRECISELY around avoiding the need for the melee class to stand and engage in melee combat for extended period, because to engage the enemy in melee combat for extended period requires gear FAR beyond what you need if you do not need to maintain the distance or position so close to the enemy to do good damage to the target.
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