The following changes have been implemented to help address AI difficulty. These changes will go live with the upcoming patch. Please understand that this does not represent the full scope of changes that are planned, just the changes that could be made quickly to begin addressing some of the most concerning problems being faced.
More changes are planned, and we would like to share a bit about what we know and what changes are in development or being reviewed.
Enemy gear usage was significantly modified for the Summer Update. We allowed enemies to keep pace with player gear levels (up to a point), and we also applied gear in a more consistent manner to our enemy character data. Meaning, we added gear where it had not been before, and we ensured that gear generally applied to core stats like health and DPS. Unfortunately, we now believe the gear we granted enemies was too powerful. The following changes are in development for a second patch, when we have an eta on when that patch will be released we will let you know:
Generally speaking, we think the Summer Patch AI changes were an improvement. There are some specific areas of concern we have already begun to address. The following changes are in development for a second patch, coming soon:
The quest AI will continue to be under review and additional changes are very possible. For example, we know that quite a few specific quests have issues that are not able to be addressed by these broad-level adjustments. These changes will take time as we hand-craft solutions.
Elite Enemies will continue to be under review until we are satisfied that their original design is back to working as intended. The reason for their increased power in the Summer Update was a combination of factors involving the tech tree and our new enemy character data. We will be looking closely to see if the reduction from a 300% boost down to a 220% boost is enough. Elite enemies are intended to be challenging, but not overwhelming mini-bosses. And in legendary and elite mode quests, we use them to add a layer of insanity to our most challenging content. We do not plan on removing them, but we do plan on generally avoiding elite enemies as a major component of new quest designs. There are many other fun ways to introduce challenge.
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