Just watched the interviews about balancing. That explains a lot.

so.... Are you copying D4 devs's patch notes? They literally doing minimal buff brainlessly every season and maybe after season 100 the underwhelming skills would be useful. After 9 seasons and Druid companion build is still bad and they did try to buff it.

You think you are smart huh?
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Valsacar#0268 wrote:
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Wait I missed that. That process sounds micromanaged as hell. Like to the point you'll never balance the game. There are way too many skills and abilities to balance for 2 people to be able to oversee them all.


You didn't miss anything, the OP just failed to understand what was said (or is purposefully not understanding).

They said there are 2 people that can make balance changes UNCHECKED. Meaning they understand the inner workings of the game enough that they are trusted to make changes without additional review. These are the two people that can make emergency changes to balance, no one else can push a balance change without review.

The others that work on balance go through a standard change control process to ensure their balance changes will have the intended effect.

Completely normal development (or even IT overall) setup. A single digit number of people, whom through LOCAL experience and overall skills, are trusted enough to make significant changes without going through the normal controls. In many, larger, organizations there are zero people allowed to do that.

I agree.
In the next chapter we learn there is zero dude paid to do Q/A
The actual QA guy is Jonathan playing the campain once.
Wild, people here seem to want the D4 variety of balance changes, aka randomly throw darts at a board since none of them actually know how the numbers in their game even work.
Last edited by Seanprice798#2395 on May 29, 2025, 11:41:35 PM
Dude, give me darts on a wall every week rather than nuking the game from orbit, making only one skill viable, and then not giving a balance patch for 3 months.

It's a paid beta. Be AGGRESSIVE and FAST with your patches. You having a PAYING player base (!!, god i wish i could refund). Take advantage of it. Shuffle numbers every week and see what people like or hate.

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Dude, give me darts on a wall every week rather than nuking the game from orbit, making only one skill viable, and then not giving a balance patch for 3 months.

It's a paid beta. Be AGGRESSIVE and FAST with your patches. You having a PAYING player base (!!, god i wish i could refund). Take advantage of it. Shuffle numbers every week and see what people like or hate.



It's hard to take you seriously when you're this uninformed and ridiculous. Also if $30 dollars for hundreds of hours of gameplay in an early access seems like a raw deal to you, you need to get out more.
Last edited by Seanprice798#2395 on May 30, 2025, 12:28:23 AM
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ez14#4232 wrote:
Apparently only about 2 people can make unchecked balance decisions and about 5 can do it with supervision. And all of them are working on POE1 until the POE1 league is ready to be rolled out.

Alright. That explains it.

Here is some constructive criticism, if you don't want to hire more people:

Simplify the balancing process. Make any buff either +5% or -5%. Do not make wild assumptions about consequences, that will fail by complexity.

Just make your 5% buffs and read the rest out of user statistics. Buff defenses of the builds that die the most. Buff damage of the builds that need the most time per map.

Made a mistake? No drama, players can survive a 5% nerf for one month.


To me that was understandable and not really shocking. After all this game is immensly complex and requires not only a vast amount of knowledge but also an understanding of how changes effect all the intervowen mechanics.

What I found more surprising is that they only now started using big data analysis. Like what? There was no means of measuring the impact of balancing decisions outside of vibes?
"


To me that was understandable and not really shocking. After all this game is immensly complex and requires not only a vast amount of knowledge but also an understanding of how changes effect all the intervowen mechanics.

What I found more surprising is that they only now started using big data analysis. Like what? There was no means of measuring the impact of balancing decisions outside of vibes?


yeah i was surprised by that too. in fact it's kind of amazing the game works as well as it does if they're balancing based on vibes and, i hope, some kind of modelling to capture some of the nth-order effects of changes.

i understand the argument that they dont want to be overly reliant on data because they can optimize the soul away from the game but they should use _some_ data.
You realize even Blizzard typically only had 1 to 2 people that could do this per combat type (pvp vs pve) as well, right? That’s why those devs are always so well known, its why Holinkas return was such a big deal. But now hes gone again.


Character balance isn’t really something you want a ton of people on, cause you end up with the mess WoW currently is in where balance changes need to be done weekly and classes need to be constantly revamped and redesigned. Because all the people who know the game well enough to the level Jonathan is talking about left.

It doesn’t take an army of people to know things like Lightning Spear needing to be nerfed. It just takes one expert to know by how much.
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yeah i was surprised by that too. in fact it's kind of amazing the game works as well as it does if they're balancing based on vibes and, i hope, some kind of modelling to capture some of the nth-order effects of changes.

i understand the argument that they dont want to be overly reliant on data because they can optimize the soul away from the game but they should use _some_ data.


Of course you don't want to balance around excel spread sheets and with all that data it is also always a matter of correct interpretation and knowing what is relevent and what is not. Vibes still needs to have a place.

However, when you look at the stuff Jonathan mentioned that volatile plants were responsible for 55% of deaths (which everyone was complaining about in the forums too), like 40% of maps where Hidden Grotto and Astramentis had a drop rate of 1/45000 that of a divine orb, then it's glaringly obvious how the vibes based approach overlooks huge issues with the game.
Just goes to show how without data backed balancing you can completely overlook game defining things like volatile plants being completely overtuned.

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