This made the classes, which were about where they were supposed to be, seem very underpowered. Inferno is intended to be extremely difficult, but with some specific skills, a few classes were simply able to progress far more easily than intended. We agree it's good, but we don't think it's so far out of line that we're going to swoop in and hotfix it out of existence. A good example of this is the monk Overawe rune, which many players have identified as being quite good. Part of the enjoyment of Diablo is finding those super-strong builds, and we want players to be excited to use something they discovered that feels overpowered. If a skill is strong, but isn't really breaking the game, we want you to have your fun. However, we don't want you to be worried that a hotfix nerf is lurking around the corner every day. Regarding the changes to Lingering Fog, ], and Force Armor: we determined these skills were simply more powerful than they should be, and we felt their impact on class balance and how each class was perceived warranted hotfixes as soon as we were able. ![]() We expect that because the game is new, some other issues will arise that will need to be immediately addressed through hotfixes, but in general, most changes will arrive through patches. The first real game balance changes, outside of hotfixes, will be coming in patch 1.0.3. We have a patch coming within the next week (patch 1.0.2) that has been in development since the game's launch and is mainly aimed at addressing service issues. For issues which aren't as severely out of line, we plan to react in a more measured fashion - through client patches. ![]() When it comes to making game changes, in general, our intent is to react quickly to critical design and balance issues, bugs, and other problems that seriously conflict with our design intent through hotfixes.
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