Difficulty

ADVERTISEMENT
From Diablo Wiki
Revision as of 03:53, 18 June 2012 by Risingred (talk | contribs) (bit of updating, maybe too editorial, remove comments if you feel the need)
Jump to: navigation, search

Diablo III will have four difficulty levels unlike in Diablo 1 and Diablo 2 where there were only three. The names for the first three difficulty levels have not changed. The difficulty levels in Diablo III are as follows: Normal, Nightmare, Hell, Inferno.

Inferno is the new difficulty level added in Diablo III that is aimed at max-level characters for a challenging end-game content.


Official Comments

Jay Wilson talked about his desire to ramp up the difficulty and complexity later in the game in a December 2008 interview with 1up.com.[1]

Jay Wilson: The combat model doesn't have a lot of depth in the previous games. It was very much a "one-skill spam" kind of game, which I think works great for the Normal [difficulty] playthrough. I think most of the audience is just fine with that, and through most of the Normal difficulty, it's going to be like that. But as you go into Nightmare and Hell difficulties, I think that the more serious player will appreciate a game that's a little deeper on the combat-mechanic side.

Later, in an official interview, Kevin Martens discussed a possible fourth difficulty level called Inferno which was confirmed in August 2011.[2]

Kevin Martens: Ultimately, it’s going to take the game's harder difficulty modes -- Hell and Inferno -- to challenge the limits of the best Diablo III players.


Difficulty Levels

There are four difficulty levels in Diablo 3. There are the standard Diablo difficulties called Normal, Nightmare, Hell, and Blizzard also announced a fourth difficulty level in August 2011 called Inferno. How much more difficult and what sort of variety the higher difficulty levels will add remains to be determined. Jay Wilson addressed this issue in a November 2009 interview. [3]

What are the differences in the difficulty levels in Diablo III other than just monsters doing more damage? ie: What reason will people have to play through these modes after having already beaten the main story of the game on an easier difficulty setting?

Jay Wilson: We haven't really gotten into the difficulty settings a lot; we're still just working on the core content for the game at this point. The primary reason as to why a player would want to progress through the game, through the several difficulties, would be for more of a challenge.

There will be also better item customization, for example a Level 100 character in a higher difficulty would see and wear items that a Level 30 character would not have a chance at seeing in the lower difficulty. Said items will also look and feel completely different whereas in Diablo II a lot of times you just had a remodel of the same old items with different names.

Inferno was originally designed under the premise that the entire difficulty level would be scaled to an mlvl of 61. The design team felt that didn't play very well, so they later made Inferno ramp up in mlvl like all of the other difficulties, with most of the bosses in Act III and Act IV inferno sporting an mlvl of 63, three levels ahead of the player.

Unlocking Difficulty Levels

Much like in Diablo II, difficulties are unlocked by beating the previous difficulty. So to unlock nightmare, the player must have completed the quest The Prime Evil in normal. The same goes for Hell and Inferno.

However, there is a level restriction on difficulty levels. For Nightmare, the player must be level 30. For Hell, the player must be 50. Level 60 is the minimum entrance for inferno. If a player defeats a difficulty but is still behind the level requirement, the game will automatically place them at the beginning of the game in their current difficulty after defeating the final boss in Act IV. So if a player beats Hell mode, for instance, they will be brought back to the character screen at The Fallen Star, still in Hell difficulty.

When the appropriate level is reached, the game will inform the player once they level up via a special splash screen, seen in this screenshot:

File:Hell unlock.jpg
Unlocking Hell difficulty.


Difficulty Scaling in Multiplayer

@Diablo did confirm, in November 2010, that difficulty was probably going to be based on the number of players in the game, not their Clvl. [4]

Difficulty currently increases based on number of players, not their levels. --Diablo

This remained true upon release of the game. The health of monsters scales with each player who enters the game, and when Diablo III shipped, monster damage did as well, which was subsequently removed in a patch.

Level of Difficulty

The D3 team promised that players would die in higher difficulties, and for the most part, they did. However, with Inferno difficulty at least, it isn't so much of an issue of a gear-check as it is with Diablo II-style monsters one-shotting players with cheap skills and boss modifier combinations. Upon launch of the game, players found ways to play cheaply in a cheap difficulty, but imbalances between classes and skills, glaring imbalances that were simply exploitation, were almost immediately hotfixed.

The D3 Team is still working on tuning Inferno and Hell difficulties to be more playable and balanced, and thus enjoyable, but only patches will tell.


We do know that many of the basic game changes in D3 have large effects on the difficulty of the game. The highest level potions are a stop-gap emergency measure, life leech is less effective (compared to Diablo II), and most healing comes from health globes or skills. On the other hand, monsters aren't full of immunities and blessed with cheesy one-hit kills (outside of Inferno difficulty). The D3 team has discussed this issue several times, and always pointed out that the abundant potions and life leech made D2 characters essentially immortal. Death came only from cheesy super damaging kills, most of which were bugs, and that's no way to balance a game.


In D3 they wanted a much steadier progression of difficulty, so that monsters can be challenging, without being buggy insta-death dealers. The D3 Team has also talked about the difficulty ramping up smoothly. They want normal to be fairly easy, so new players can have success and find their way into the game. The D3 Team doesn't want D3 to be a total cakewalk, since that gets boring too, but they're not looking to turn normal into a tooth and nail struggle to survive, which it isn't, but upon release was considerably more difficult than the content found in the beta test.


BlizzCon Demo Difficulty

Players who had tested out the game at demos in 2008, 2009, and 2010, have given varying reports of the difficulty. It's hard to judge across the board, since a lot of the people playing are were not experienced with the Diablo games, and were struggling with the controls, don't know how to use skills, were playing a new class for the first time, or were just rushing around madly during their short demo play time, rather than clearing out levels systematically.

More experienced players found the game pretty easy, especially when playing solo. The multiplayer is a lot more challenging, but much of that came from people going their own way in large games where the monsters are scaled up in difficulty, or from being partied with noobs who don't know what they're doing.

Also note that the demos were modified from the normal game. The characters were turned up a bit to make them stronger (so noobs won't die repeatedly and get frustrated), and the drop rate for items was increased, so players found more fun loot.

The D3 Team has acknowledged that the early stages of Diablo III will be fairly simple, but they claim that the difficulty will ramp up over time and become quite challenging on Nightmare and Hell, especially in multiplayer games.