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D3
Just because removing damage scaling removes some of the challenge, doesn't mean that having damage scaling is a good idea. If a mob can hit you for 25% of your life solo, having it hit you for 100% of your life because 3 other people are around is not good design – nor is it even a good idea. This is akin to saying that a 25-man WoW boss should melee a Tank 2.5x harder than its 10-man version, or 5x harder than a dungeon boss of a similar tier. Tanks would get one shot and there’s nothing the other 24 people could do to stop it. Not surprisingly, that’s exactly what’s happening in D3 right now. And that’s why I said the only way damage scailing would work would be in conjunction with a shared player health pool – a dumb idea fixing a dumber one.

That said, I agree with you. This will likely be a pretty significant reduction in difficulty. I am surprised that they are taking it out entirely - without compensating with additional difficulty in some other regard. I could have guessed them reducing or eliminating the scaling and amplifying mob health (or something similar), but I never would have thought they’d just take it out entirely and leave it at that.

Using significant damage scaling as a method of challenge in a group setting is a stupid idea. But it may turn out that taking it away in this manner will be an even dumber one.

Anyways, I play solo. And a Monk at that. Not my fault you guys chose to pick sissy classes and group up with your sissy friends. Tongue
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