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Diablo III

Blizzard on Diablo III's missing PvP: "There's probably not a week that goes by that we're not talking about it"

A team deathmatch mode for Diablo 3 shown at BlizzCon 2011 has since been scrapped.

The first Diablo III expansion has been unleashed; read our Reaper of Souls review to find out the verdict.

The auction house is dead. Loot 2.0 is go. Reaper of Souls is out. But the question of PvP still remains. Since the Diablo III dev team scrapped team deathmatch, only an apologetic brawling mode has emerged in the way of competitive slashing.

But lead producer Alex Mayberry says Blizzard still talk about PvP “all the time”.

“There’s probably not a week that goes by that we’re not talking about about PvP,” he told PCGamesN. “That being said, I don’t know when, or if, we’re going to get it in.”

To explain the issue, Mayberry pointed to the playable PvP build of Diablo III Blizzard showed at BlizzCon 2011

“We had that working,” he said at the launch of Reaper of Souls. “And it was fun for a short period of time. That was really the problem we had with it: team on team, you could jump in and have fun for an hour and after that it got kind of monotonous. We didn’t feel that as a full on PvP mode it was going to make people happy in the long run.”

Mayberry says that the “inherent nature” of Diablo III - its random number generation - conflicts with the nature of PvP - which revolves around balance. That conflicting paradigm means balancing something that’s “totally unbalanced by design”.

“We’re still talking about what is the right answer for PvP in Diablo. A PvP that everyone will like and that will have the legs to be sustainable and viable over a long period of time,” said Mayberry.

“If we can do it and do it correctly, in a way that’s meaningful for people, then that’s what we’ll do. But we have to find it first and it’s ended up being more difficult that we first thought it was going to be.”

Further complicating the issue are changing player expectations of what team PvP means, thanks to the competitive scenes of games like StarCraft and League of Legends.

“We have to look at what players are going to expect versus what we can do with the game,” explained Mayberry. “It’s something we want to do, it’s not like we don’t want to do it, we just don’t want to do it wrong and we’re not going to put it out if it doesn’t feel right. 

“We’re going to keep looking at it and hopefully we’ll find an approach that strikes the right balance.”

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MrJinxed's picture
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It was such a dumb decision to cut the arena pvp from the original game, and it's amazing that it hasn't been introduced yet. Then again, there were so many things wrong with diablo 3, that's really just one of a huge range of mistakes they made.

I'm hearing good things about the game these days, but I've burned myself out on the poor excuse of a diablo game, that was D3 vanilla.

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Eidolon's picture
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I played a few days ago, started a new character, and i have to say. all the problems i had with the game are pretty much gone. It feels fun to run through the game. The itemization does not require getting shit through the auction house and hoarding gold to do so. Adventuring looks pretty fun, and i'd like to try it out. personally, i think they should try to just focus on making a decent ladder system. then get pvp.

I've had this odd idea of making a sort of PVP-ladder. It could be set up wither through them or inside guilds. but the idea is to race to level and get as high of a level as you can and get the best gear. After a certain amount of time, said characters would fight each other and eventually tally the wins and losses and rank them by that. paragon points would not be allowed to carry into your ladder character, but after the ladder ends and your characters shift over into your normal rotation of characters, the paragon points would sort of "cash in" to your overall account.

Plus, they could make it hardcore as well. making it so instead of Win loss. how many matches your character went until he perished. I know its a random idea, but i could see folks having a blast with something like that if it works.

I also think they need to take a look at Path of Exile and see what they have done with certain things with ladder, where a whole server was PVP, and everyone who PK'ed stole 30% of experience from another player. not necessarily steal that idea. but screw around with some of those concepts. maybe arena will work with some limitations, maybe it wont. maybe diablo needs something bigger than a room for folks to fight in.

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MrJinxed's picture
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Well they are copying seasons and other things they've blatantly copied from Path of Exile. Then again PoE did copy Diablo, so fair game! =)

It's not that I didn't give d3 vanilla a chance. I had 3 max lvl chars and played a lot, but the whole "must get gear from auction house in order to progress" and the fact that for the majority of my playtime it was faster, easier, and better (items dropping) to grind act 1 on inferno than any other act, made for a really boring endgame.

I still bought the expansion for the money I made selling loot on the real money auction house, so it's not too bad. I tried reinstalling before making my post, and only played for a couple of minutes before quitting again.

Maybe I'll pick it up in the future, who knows.

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Shykonn's picture
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"We didn’t feel that as a full on PvP mode it was going to make people happy in the long run.” - Why not let the players decide? It can't be as bad as brawling.

Imo they need to make a different skillset for PvP + have a WoW Arathi Basin mode (kinda like dead island).

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MrJinxed's picture
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An Arathi Basin kind of battleground would be interesting, but it doesn't come close to just how great a 2v2, 3v3, and maybe even 5v5 arenas would be. There were some videos out of such things before the game launched, and it looked quite cool.

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[XI] Wind.Nvidia 3D's picture
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Throw in the arena system; - perhaps do a few mode types like having control points; CTF- king of the hill as alternatives; do it in seasons; allow parties to create teams - and individual; implement the matchmaking system you are able to use for Hearthstone and (More specifically) Starcraft II; Seems you have those ladders down very tightly; - then let the games begin - Have PVP Legendary sets for each class per season; if they have a higher tier set and a lower tier set in the same season depending on - "pvp / arena" tokens while having PVP Yellows as possible drops after a match; or off of the corpse of your fallen enemy/enemies at the end of a match (not any of their gear; the current generation wouldn't dig that (I would) - Unless you add a hardcore character arena; which is a true gauntlet of who is the best) -

Have the gear sets Uber in full but balanced to be incredible enough to match other crafting / rift sets to do 3 and 3 and choice of say arena/pvp amulet / rings as a 3 set; or the PVE 3 set; but have them be different enough in the stats (despite the ability to randomly change one characteristic via transmute) - while allowing them to synergize or stand in either modes.

As an example; around Burning crusade Season 2? of arena (merciless?) prior to stopping my WoW career forever - I had a mix of Arena gear; and raiding gear as my set up even though I owned both sets - I found that the stats worked out more in the favor of being a super high DPS Hunter with bonuses on raid gear that aided in the arena (such as bursts to when I'd switch to my ax for upclose combat after trapping a rogue / stunlocking him and having a 25% chance to stun and dot on hit; (I have been told that talent trees have been destroyed and hunters no longer can use both a bow and an ax at the same time the way it was then.... thats a shame - but hopefully you understand the point I am trying to get across with PVP)

- and ofcourse just like hearthstones Ladder CARD BACKROUNDS

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