Avatar of FrotoIsYoda #1263
FrotoIsYoda #1263
Nephalem Glory is holding us back!(1)Category: ConsoleJuly-28-2015 9:49 PM PDT (9 years ago) Go to Blizzard forum post
So basically the title says it all, Nephalem Glory is holding us back! I don't know if everyone on console is aware that on PC the NG does not give them double damage and the monsters have 50% less health then on console. When we die just before the GRift guardian, it has a huge impact on the fight! We can only stack 3 minutes of NG... and the boss fights are longer then 3 minutes...and who has 3 minutes of NG on a GRift 65... no one! Also, we are not getting rewarded with are high kill streaks... higher kill streaks= less NG!?

ROS is a fantastic game! It's getting better and better each time they release a patch. But I do hope Blizzards notices this post and does something about it... lots of my LEGIT friends will be very happy.

PS: Can't wait for the new patch... drooling for the cube!
PSS: Hackers= Your flesh is weak and you can not stand before us (legit players)!
Avatar of Grimiku
Nephalem Glory is holding us back!(141)October-13-2015 3:42 PM PDT (9 years ago) Go to Blizzard forum post
I've extended the post limit for this thread so that this conversation can continue, and I've done some research so I can help clear this up once and for all. It's a great question, and I certainly understand why there has been some confusion.

In the original Diablo III for consoles, monsters did have a higher amount of hit points when compared to the PC counterpart. Many of the posts in this thread refer to a video that shows an increased amount of monster health, but we double checked our numbers and we're confident monster health is exactly the same as on PC.

In the Ultimate Evil Edition, however, we made monster health exactly the same across console and PC, which is why many of your tests show no difference.

I hope this helps clear up some of the confusion, and I'll be sure to keep my eye on this thread. Thank you all!
[Post edited one time, last edit by Grimiku at October-20-2015 5:14 PM PDT (9 years ago)]
Avatar of Grimiku
Nephalem Glory is holding us back!(238)October-21-2015 9:05 AM PDT (9 years ago) Go to Blizzard forum post
Posted by: homerjnick

We really need Grimiku to come back and review these points. Would be interesting to hear from Electrance again too...

I've edited my original post to remove any reference to the origins of the video since I have no way of confirming. I presumed it was original Diablo III, but I should not have commented about it since I didn't actually know.

What I can confirm is that we double checked this issue, and could find no discrepancy between UEE and PC monster health. If any of your testing proves otherwise then we would certainly be interested in knowing, and I'd encourage you to post your results in the Console Bug Report forums. I'll be sure to continue keeping an eye on this thread, and thank you all again for all of the feedback!
Avatar of Nevalistis
Nephalem Glory is holding us back!(494)January-21-2016 5:07 PM PST (8 years ago) Go to Blizzard forum post
After some thorough investigation, we've found why some of your reports differ in result from the ones we've produced internally.

Here's the down low:

  • There are some differences between Console and PC with monster health; however this is only below level 70 and on Normal and Hard difficulties
    • Why? It was a "tuning by gameplay feel" decision, as well as a consequence of Console originally having a different number of difficulty settings than PC.
  • At level 70 on Torment I or above, all monsters should have identical health pools on console as they do on PC.

While Nephalem Glory does function differently on console, it is not a consideration in our tuning numbers for monster health or otherwise. Most of the differences that exist between platforms are mechanical ones meant to make the game feel good with the different camera angles and game controls that are unique to the console. Nephalem Glory doesn’t serve to bring console in parity with PC; its bonus was tuned around the rest of the game, not vice versa.
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