Blizzard Blues: Monster Power XP, Nephalem Valor

Possible changes coming to higher MP xp bonuses, NV requirements, and mob density

Monster Power
As the work on Diablo III patch 1.0.7 continues, the Blizzard blue posters are dropping some more tidbits about the areas that the developers are looking at improving for the game. Recent threads deal with two of the major systems in the game: Nephalem Valor, and Monster Power. Although both systems have been useful in providing depth to the gameplay, especially for the end game farming, there are certainly areas for improvement.

Jump past the break for details on possible changes to these systems!

Update: See the Patch 1.0.7 Guide for all the latest patch info!

For the Monster Power system, one of the biggest issues is that for pure efficiency, it is not "worth it" to run at higher MP levels when farming either gear or experience at level 60. The faster efficiency of killing monsters at MP0 makes up for the lower xp and drop rate bonuses. This is exacerbated by the fact that Public Games don't currently work with the higher Monster Power levels. Both of those issues are being looked at by the developers, from the blue posts about the topic. We can expect to see greater experience bonuses provided at the higher MP levels. Adding the MP1 and higher levels to Public Games will be more difficult, since doing that splits up the number of people who are available for a game at any given time, which can make the queues longer. We may see some tests of various solutions to this, whenever patch 1.0.7 is finally developed enough to land on the PTR.

As Grimiku pointed out in the an earlier post, one of the things we want to avoid with the reward structure for Monster Power is creating a situation where players feel forced to run on the higher levels, even if they happen to feel more comfortable at somewhere between MP1 - MP3. Ideally, the added challenge should be the primary motivation for how you select your MP level, with the bonuses simply being a really cool perk that you get in return.

On the flip side, though, we know that lot players currently feel "forced" to run on the lower MP levels because it's more efficient to do so (especially if you're looking to farm XP). That's not a great situation either. So, while we don't want to change up the entire reward system for MP, we do agree that the XP bonuses could be more enticing at the top end, and we're looking to make some improvements.

I don't have a lot of details for you right now beyond that, but we've definitely heard your feedback and are trying to incorporate it in a meaningful way.
Posted by: MisterAjikko

The most concern thing is about open public games for any level of MP. Right now, I really feel like I'm forced to play mp0 because that's the only way to do public runs... additionally, it's always act3's last few quests. FIX THAT PLZ.

Totally understood. We're exploring the best ways that we could make that option available (without negatively impacting your experience by making queues longer, for example).
Posted by: Zoid

It seems like you were so worried about people feeling forced to run high MPs that you went way too far the other way and now we're all forced to run lower MPs.

It may not be that extreme, but we certainly think that our original goal (and current goal, to be fair) of "don't create a reward system that forces players into the higher MP levels" may have been a little too successful.

While the goal is still a good one to keep, we're looking at ways to balance the reward structure better for the top end, specifically in terms of XP, so that players who want to play at the higher MP levels -- because that's the challenge level they enjoy -- don't feel super penalized for doing so.
Posted by: Carzeri

It would take like 5 minutes to make the other 3 acts worth playing.

No, that's not really how that works. =/

Even so, we've definitely heard your concerns and feedback about mob density in certain Acts, and are examining ways for how that might be improved. We don't really have any more information to share at this time, though (but the discussion is absolutely on our radar).

With the Nephalem Valor system, it can often feel like a chore for players to get to the 5 NV stacks before they can "start playing". This is being given attention by the developers. At the same time, they don't want to players to feel forced to only run very short games, for efficiency's sake.

Overall, we think Nephalem Valor does a great job at addressing two core needs. First, it helps make sure that extremely short play sessions (i.e. < 1 minute) are not the optimal way to play. Second, there's a lot of value in being able to swap your skills at will and tailor your builds to the environment around you, but there's also gameplay to finding a build that really works for you in a variety of situations -- we like that NV helps balance these two concepts, and allows players to feel like there is some commitment to a skill build without also feeling like they’re locked into that build forever. So, while there are definitely some issues with the current design, we currently think that the pros outweigh the cons of how the game would probably feel if the system were not in place.

That said, you're right -- the system isn't perfect, and we're definitely looking at ways we can do better. Certainly, one of our goals is to allow people to play game sessions that are about 5 to 10 minutes in length and still be rewarded well, but we need to make sure that in the process we don't make rapidly flipping games the go-to method. It's all about striking the right balance for a wide variety of players, and we'll definitely be keeping your feedback in mind (as well as other threads on the topic) as we explore options for how to improve NV.

Great thread!

(Oh, and PS - I can't seem to find the post where this was asked, but since it's related, we are working to allow NV stacks to persist across Acts.)
"5 to 10 minutes in length and still be rewarded well" Is that really one of your goals for this game? o wait this is subjective what do you mean by "well" If that is your goal, the please show effort of proving that, right now 5 to 10 minutes will get me like maybe a full bag of crap rares

I think you might have misunderstood. We're saying that's a goal we want to achieve, that it's an improvement we want to make to the game as it exists currently. :)

Posted by: Gunghoe

Also are you just balancing the game around Plvl 100?

No, not "just." We take a lot of different factors and play styles into consideration.
Posted by: Martimus

I will laugh so hard if they remove NV and allow people to swap skills at will.

There are no current plans to remove NV, but we do feel like there are ways that we could continue to improve the system to allow for a broader variety of play styles (i.e. shorter play sessions, as mentioned).

Edit: typos :(

We have a lot to look forward to in patch 1.0.7, for changes to these systems and other additions!
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