[D3] Developer Insights: Balancing & Class Set Design

I just wanna make a comment on this.

So… actually u see some problems, doing something on gameplay… but…?
My question is why isn’t there some new content… like… hmmm … we could do some new regions… or some mini story for every class… ther are so endless options…
I don’t see the point in doing Rift’s… x1000000… times…
Why don’t u do a dungeon for 10 players or 20…
D3 is great game… and i hate to see it was not 100% what can become.

I hope u take this in consideration. Thank you! :grinning:

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Not defending Blizzard here but making multiplayer games with increased numbers of players is impossible because of the technical reasons behind that we can’t have more stash tabs than the maximum now.
New content would be great but probably way too expensive to develop - even though they are spending resources on making new class sets…

Hello,
I play D3 from season 4. This is a great ideea that you added buffs to the seasons , like Triune and Pandemonium. Still, if you require density for pandemonium buffs , why don’t you create conditions for that? Some maps are restricted for grifts but avalaible for normal rift( the one in the cemetery where are alot of elites), you could do that for the greater rifts, restrict access to those long maps where the mobs are so scattered. It would be more fun to play few maps with density than many maps with few mobs in them. Those bubbles that fall from elites should be removed, is a waste of time collecting them. What’s up with that 1 shot from anyone in higher grifts? It should be a difference between mobs and Elites. Try to do the game more fun , not make players angry. it is a game, the purpose is to have fun ! Thank you.