Diablo 3 'Monster Power' fix cools down Inferno
When Blizzard introduced the Monster Power setting to Diablo III last week in patch 1.0.5, it was hoping to make things a little more difficult for flashy heroes decked out in the finest gear seeking a challenge. Thanks to a bug, that went a little too far, and now Blizzard's dialing the damage down in Inferno difficulty to fit its original goal.
When Blizzard introduced the Monster Power setting to Diablo 3 last week in patch 1.0.5, it was hoping to make things a little more difficult for flashy heroes decked out in the finest gear seeking a challenge. Thanks to a bug, that went a little too far, and now Blizzard's dialing the damage down in Inferno difficulty to fit its original goal.
"When we originally designed and implemented the bonus values for monster damage in Inferno, we were unaware that a bug was causing monster abilities (i.e. Rare and Champion affixes) to not scale correctly with each Monster Power level," Blizzard explained in a forum post.
"While this bug was caught during testing and did not make it into the game, the result of it being fixed meant that monster damage -- specifically damage done by monster abilities -- was ultimately higher at MP1 through MP10 than we intended it to be when 1.0.5 released."
Damage is coming down across the board. Nasties in Inferno at Monster Power 1 dealing 109.60% damage rather than 114% while, at the other end of the scale, at Monster Power 10 they'll only do 250.09% damage, not the 371% they have been dishing out. That's a pretty big slip.
The hotfix is due to roll out in today's scheduled server maintenance.
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Alice O'Connor posted a new article, Diablo 3 'Monster Power' fix cools down Inferno.
When Blizzard introduced the Monster Power setting to Diablo III last week in patch 1.0.5, it was hoping to make things a little more difficult for flashy heroes decked out in the finest gear seeking a challenge. Thanks to a bug, that went a little too far, and now Blizzard's dialing the damage down in Inferno difficulty to fit its original goal.-
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On paper the difficulty curve is flattened but the later acts remain harder due to passive monster properties -- I.e. The difference between fighting fat slow zombies, compared to teleporting act 3 phasehulk beasts while you've got succubus blood star debuff on you.
I play 100% hardcore mode only, and it makes a big deal to stay on lower difficulty for safety at equivalent monster power.
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