And while I’m sure that can be taken as a comment on the upcoming patch, I’d like to actually instead take a step back to take a look at what made GD uniquely appealing, as I feel recent and upcoming changes have been steering away from that shine.
Up to 1.1.9.8, the game was essentially ‘solved’. While new patches shook up the balance (and generally buffed builds, whilst slapping down top performers), overall one could know beforehand whether a build would be successful or not. There were certain benchmarks to meet and that would see you through. The game was also incredibly forgiving unless you stepped into end game. Afterall, people have done Classless HC runs for the achievement, or mono mastery Ultimate Only Self Found challenge runs. The game was not, at any point, particularly hard, unless you wanted it to be.
In short, GD was brain over brawn.
It was also incredibly fairly balanced. It was - by far - the best hardcore experience, in part due to being a fully offline experience. No latency on pauses, no deaths due to disconnects. Incoming damage was entirely mitigatable.
With 1.2, that changed. All of a sudden, there was a new dodge or die mechanic introduced. When it was not sufficiently ‘die’ enough during playtesting, numbers were ramped up to - frankly - silly numbers. A 70% damage increase on a Celestial who already slaps you around for big damage numbers is not great. Especially not when some of those Sunders are much easier to dodge for some builds than others.
While individual Sunders might be avoidable, it made the margin for error that much smaller, particularly when multiple bosses are involved, such as in SR or Crucible.
While on Softcore a 80% success rate might be good enough, that does not fly on Hardcore. A 1 in 5 chance to die is just a dead build, simple as.
The upcoming changes seem to ramp up this mechanic even further, alongside dramatically lowering one of few defences left available to builds.
On 1.2.1 specifically
- A flat removal of Phys Res in favour of armour also seems to hurt the wrong builds. While I understand the desire to move builds closer, most of the builds sporting high phys res also already have high armour. Especially with shields remaining a source of high phys res… coincidentally, the masteries best suited to using shields (OK & Soldier) also have high armour sets.
Losing 15% Phys res hurts far more on a 25% phys res build than a 70% one. I do not think the current approach is the right one. All resists are capped - cap Phys Res that much lower. Make it 40 or 50%. Alternatively, ramp up some of the worst performers, lift from them their 15% to 25%.
-
Ramping up Sunder more just moves the game further away from what made it so appealing previously. GD is unique in this design space - no other ARPG I’ve come across is this fair. I also do not desire a dodge or die mechanic in the gaming experience of GD, if I want that, I can seek it elsewhere such as in PoE or LE.
-
If players ignoring Sunder is a problem (which, frankly, I can understand), I do not think that making it even more of a one-shot mechanic is the correct way of solving it. I understand that seeing a build facetank Ravager for 40 seconds to kill it through being Sundered is undesirable. But that seems more of an issue with specific builds than a mechanical issue. Alternatively, if one insists on Sunder being part of the gaming experience, one could have Sunder as a stacking debuff in order to punish continued mispositioning.
-
Finally, for most of its history, GD has seen numerous buffs in its patch notes. This might be the first patch with almost solely nerfs. Notably, many of the things now geting hit with the nerf bat are items specifically buffed in previous patches, such as regeneration. Such a nerf fest seems counter productive to where the game has been heading over the past years and runs counter to the previously set expectations.
In closing, this entire patch seems like a(nother) step back for Hardcore and reads like a huge overreaction to the newly introduced Sunder mechanic being ignored by select builds.
My main concern is losing one of very few games offering such a varied and balanced hardcore experience. With GD drifting further towards a PoE experience, there is no other game to take its place.