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Diablo 3 RoS: Schadensextreme rücken zusammen & Vortex fügt Schaden zu

Momentan gibt es in Diablo 3 zwei Arten von Schaden: vorhersehbarer geringer Schaden (beispielsweise Qualstachler, die zum Helden rennen und zubeißen) und vorhersehbarer hoher Schaden (z.B. Berserker, dessen lang andauernde Schläge sehr gut vorhersehbar sind, aber extremen Schaden austeilen können). Dies kann aktuell schnell dazu führen, dass ein Held einen „unfairen Tod“ erleidet. Ein Dämonenjäger kann 15 Minuten umher laufen ohne einen einzigen Schadensinput, wird dann aber plötzlich mit Vortex in Arkanverzauberungen und verseuchte Pfützen gezogen und stirbt instant.

Dieses Problem möchten die Diablo 3 Entwickler mit RoS ausmerzen. Der Plan: das Integrieren von zwei weiteren Schadensarten: unvorhersehbarer hoher Schaden und unvorhersehbarer geringer Schaden. Besser ist jedoch die Verwendung der Begriffe „unausweichlicher hoher“ und „unausweichlicher geringer“ Schäden, denn das beschreibt besser, was Wyatt Cheng in einem Reddit-Post verdeutlichen möchte. Auf den ersten Blick mag das Integrieren dieses Schadens noch unfairer wirken, als es ohnehin der Fall ist, doch genau das Gegenteil wird der Fall sein. Dadurch, dass man konstant irgendwo Schaden erleidet, wird der Spieler jederzeit Kenntnis davon haben, wie überlebensfähig er ist. Die Spanne zwischen „ewig gar kein Schaden“ und „Schadensspitze“ wird geringer, da die Extreme aneinander rücken.

[singlepic id=3821 w=270 h=240 float=right]Ein Beispiel dafür, welches Cheng nennt ist „Schänder“. Momentan dauert es 1,5 Sekunden, in denen der Held in einem Schänderfeuer stehen bleiben kann, bis er beginnt Schaden zu nehmen. Ab RoS wird dies schon ab Sekunde 0 der Fall sein, wobei der Schaden von Schänder im Ausgleich dazu etwas verringert wird. Was ändert sich dadurch? Wer 2 Sekunden im Schänder stehen bleibt, wird exakt genauso viel Schaden nehmen wie jener, der momentan 2 Sekunden im Schänder stehen blieb. Der Unterschied ist aber, dass es sichtbarer für den Spieler ist und dass der Spieler selbst in der Hand hat, wie viel Schaden er erleidet. Bewegt er sich nach 0,7 Sekunden aus dem Feuer heraus, erleidet er deutlich weniger Schaden, weiß aber, wie lang er theoretisch stehen bleiben könnte.

Alles in allem soll das gesamte Schadenssystem wohl in diese Richtung gehen. Während man aktuell mit spielerischem Geschick Schadensspitzen ausweichen kann und dabei 0 Schaden erleidet, aber bei einem Fehler plötzlich schnell mal unter 50 % Lebenspunkte fällt, wird man in Zukunft mit spielerischem Geschick immer wieder etwas Schaden erleiden, der aber heilbar oder aushaltbar sein wird, während Fehler nicht sofort den unvorhergesehenen Lebenspunkteverlust bedeutet.

Nebenbei wurde noch erwähnt, dass Vortex in Zukunft auch Schaden verursachen wird, wenn es den Spieler heranzieht. Auch das wird damit begründet, dass sich der Spieler in Zukunft mehr Gedanken über seine Defensive oder seinen Standort machen soll, sowie möglichst zweimal überlegen soll, ob er in der jeweiligen (vielleicht stressigen) Situation einen Gegner angreift oder nicht.

The biggest topic that Wyatt talked about with us was the idea of combat pacing and combat mechanics. Right now in the current gearing scheme there is not much reason for us to gear for defensive stats and to just maximize the amount of damage that we do. Wyatt described the new way he wants damage to work in Reaper is essentially for there to be four quadrants of damage. Low-damage/predictable, high-damage/predictable, low-damage/unpredictable, high-damage/unpredictable. Right now there is only low and high amounds of predictable (avoidable) damage. Wyatt wants to introduce different degrees of unpredictable (unavoidable) damage. One of those changes is to make bad stuff that gets dropped on the ground to start doing damage instantly, instead of waiting a second before starting to do damage. Another thing that they are looking to change is to make Vortex do damage (which Wyatt said wasn’t exactly a popular opinion in the office.) He said that there needs to be more „paper-cut“ style damage to make you think more about your defensive strategy and whether or not you want to engage a certain enemy.

Hi I just wanted to come in and provide additional detail on some of the damage philosophy stuff we talked about at the Blizzcon Community Booth. I think everybody at the booth was able to internalize the core of the philosophy and I want to make sure people reading this write-up afterwards understand what is happening too.
When I say we want mechanics in the game that cause unavoidable damage this absolutely does NOT mean you’re supposed to just die. The idea is not “random damage, now you’re dead LOL” the idea is to give people a sense for where they stand. I think right now when some people hear “unavoidable damage” they think “unfair deaths”. This is not the intention. Paradoxically by adding unavoidable damage in controlled and moderated amounts we are working to make death feel MORE fair. Confused? Let me explain.
Right now deaths in the live environment don’t always feel fair for a variety of reasons. One of the many reasons deaths don’t always feel fair is the game doesn’t clue you in on how much survivability you should gear for. Indeed you can be cruising along slaying some monsters and suddenly get Vortex’ed into a Frost Orb and die instantly. Up until that Vortex/Frost Orb combo, you weren’t taking any damage at all.
Why did you die instantly to the combo? Maybe it’s low survivability on gear. But you had no idea!
Let’s say that most players with “average” gear have 300,000 effective health. How much damage should a monster melee attack be doing? Maybe 25K damage? That lets you take 12 sizable melee hits. Sounds about right. Now imagine a particularly skilled demon hunter has sacrificed all defense on their gear to maximize damage and has only 50,000 effective health. This Demon Hunter is incredibly squishy but the game feels “right” because she’s still taking 0 damage through skilled play. Now you get hit by a Vortex/Frost Orb combo which chunks off half your health, followed by a single melee hit from a monster which kills you. This death feels incredibly unfair. From the Demon Hunter’s point of view, she was taking no damage at all, and then suddenly she was dead. There was no warning, just a vortex and a death.
So now let’s highlight a specific change coming in Reaper of Souls for Desecrator. Currently on live Desecrator appears under your feet and deals no damage for the first 1.5 seconds or so. After the first 1.5 seconds you start taking continual damage over time until you leave. In Reaper of Souls this is changing so that you start taking damage immediately. The damage per second is less than it currently is on live to offset the fact that it starts immediately. Why is this a good change?
For starters, it means that the faster a player exits Desecrator, the less damage they take. Previously there was no difference between leaving the Desecrator in 0.7 seconds vs 1.4 seconds. With the new Desecrator, a player who gets out in 0.7 seconds will take half as much damage as the slower player. There is a continuous spectrum that basically says “You’re going to take damage, but how much damage you take depends on how quickly you get out.”
Additionally, this change gives the Demon Hunter from our previous example a much better sense of where she stands with respect to her survivability. On MP0 you might take 10K damage per second in Desecrator. With 50K effective health she notices she’s missing some health but she says to herself “I could stand in that for 5 seconds if I had to”. However, she turns up the MP and suddenly now she’s taking 25K damage per second. Now she’s thinking “That Desecrator is starting to hurt, and it’s stressful. I can only stand in it for 2 seconds before I die, and even getting out in 0.5 seconds I am losing 25% of my health”. By doing moderated amounts of unavoidable damage, the player can get an intuitive sense for how risky they can be. You can still perform much better as a highly skilled player but there are less surprises. Suppose 0.5 seconds of Desecrator, a monster melee attack and a Frozen explosion all do roughly the same damage. At the point that you notice a Desecrator is “pretty scary” you now have the information to extrapolate that a Vortex/Frozen/Melee attack combo is going to kill you.
Ideally Diablo is a game where both your play skill matters and your gear matters. This applies to damage and survivability. We have survivability stats on gear for a reason and we want to make sure you get a tangible benefit from it. Your skill allows you to minimize how much damage you take, your gear determines how much of a buffer you are comfortable with.

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