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Currently every single rift is "same" Kill stuff, spawn boss, kill boss. There is no real challenge to it, there is no real fun in repeating same thing over and over, sure they got rid of generic an repetitive areas. But now they made another generic and rather boring thing as mentioned above it's boring and too repetitive, you basically do same thing all the time. Do you really think this will give life to end game? I highly doubt it will, Rifts and Nephalem trials should be pure end game, a place where you can test your crazy builds, a place where you should be challenged (instead of facerolling all rifts on Torment VI with less than 800k dps- which is fairly easy to achive inside of 4 hours of gameplay at lvl 70)
Aight here are some ideas...
What you could and should do is give us option to enhance each Rift.
What I was thinking.
-Give mystic ability to enchant Rift map
-obviously you would need reagents plus some kind of currency be it gold or blood shards.
- It would be RNG based enchant:
-Could spawn more rare monsters
-Stronger rift guardians
-unique bosses with insane random magic property
-maybe even unique properties such as "increased magic find per instance level"
-more dungeon levels
-higher monster density
-Reduced monster density (Yes, you heard it right, reduced, but hold your horses!), but more champion monster population (this way single target dps builds would actually work within some Rifts!)
-monsters will deal higher damage
-monsters are ressistant to specific school of magic or maybe physical ressistance levels
-monsters with unique curse type.
Something... anything- that should make this system more fun.
As in current state I'm sorry but I won't even pay a cent for RoS, because it doesn't have anything to it, it's same old stuff just with random maps.
Josh you and your team are missing main point with ARPG/Hack and Slash games. First they are not MMO's no one cares if some one is casual or hardcore. People want to be challenged, people want to make unique builds and test it inside of Hard content.
Points above are reasons why every one plays H'n'S games, not because you can faceroll everything after few hours of gameplay.
Please post your ideas below, I'm really looking forward to see what community can come up with.
I do realise this is early beta phase, and I also do know that Blizzard is tied to launch product that is either buged, not optimized, and also whats in beta usually goes live. This is not a direct insult to Blizzard it's facts from the past. So before you act again as a kid who lost his first candy listen to your community, we just want to have game that is actually playable for longer than two weeks. One year we have been giving alot of feedback what we want for RoS and almost nothing went into it, only randomized dungeon levels, but we did mention we want to be able to enchant each map, we want to be challenged.
Take Adria fight as instance, thats how all fights should work in randomized enviroment.
Some ideas made by Xel and Kongor:
Endless rifts with a ladder system: Instead of limiting the length of rifts, let us compete with each other at how far we can progress. Imagine trying to beat a rift record with your party or solo, you would need to outsmart other players (their choices for heroes, items and skills) to be able to defeat these overly powerful monsters and bosses. Watching professional players attempt to break the records would definitely increase the media value of this game, to a point where Diablo 3 could even become a competitive e-sport.
Ability to modify, trade and challenge people to complete rifts: Inspired by the suggestion by KingKongo, allow us to truly customize the maps we play in a way that enables infinite outcomes and keeps the game interesting. Make it possible to add an unlimited amount of affixes to a rift that combined produce a completely unique map. Let there be penalties like decreased ms/as, buffs like 200% increased stun duration, oddities like having your resource and HP pool swapped, and of course awesome rewards, the options are limitless!
Moreover, let us trade these maps and challenge our friends to compete in them.
Few ideas I picked from Dannyboi :P! Ohhh, am so shady.... Yeah I didn't laugh either...
Anyway here are some he listed.
-potions do not work
-cant leech life from monsters
- % xp from monsters
-% increase monster life
- monsters can leech life
- can spawn multiple rift guardians
- monsters regen life
- minus player resistance
-life rengen dose not work
- champion affix increase
-rare affix increase
P.S Beta key is most welcome :)! Would give me alot better insight into game and Rifts system!
Edited by Balthezore#2829 on 02/12/2013 01:54 GMT
Although I do not have any new information to share on the topic of Nephalem Rifts right now, I do find this to be an interesting thread, hence the blue-tag :-)
This! And even if you do not have any ideas, you are more than welcome to simply post your feedback on the current iteration of Nephalem Rifts like Balthezore did above :-)
- MUCH much higher monster density, most of them are empty, it should also be reversed to other areas, cause game overall seems empty
- better rewards, including high chance for legendary from boss
- more levels, most of the rifts I saw ended at 3-4th level, they should be like 80% of them 8+ levels
- goblin clusters, this is absolutely most fun aspect of rifts, keep it and expand
Although I do not have any new information to share on the topic of Nephalem Rifts right now, I do find this to be an interesting thread, hence the blue-tag :-)25/11/2013 15:24Posted by Balthezore
Thanks, you seem to tag alot of my threads lately am I friends and family now :P?
Edited by Balthezore#2829 on 25/11/2013 16:01 GMT
Nope, high density is BAD. D3 should return to previous density modes. High density forces you to play AOE specs, mindlessly benefit from LOH. Fighting masses dumbs you down in time, skipping few monsters to get to a big pile is just silly.
Let's make it more strategic. I'd say make that rifts can be anything in between: Very low density but hard to kill (fat mobs) with a huge chances for legendaries or a tons of low hp mobs.
I think rifts should be designed to give EQUAL amount of EXP/DROPS regardless if it has high or low mob density.
Edited by Cardio#2988 on 25/11/2013 16:07 GMT
Nope, high density is BAD. D3 should return to previous density modes. High density forces you to play AOE specs, mindlessly benefit from LOH. Fighting masses dumbs you down in time, skipping few monsters to get to a big pile.
And this is another reason to give Mystic ability to enchant each Rift map, so people who play mostly single target dps can have chance to enchant map with less Monster dense but with more elite inside!
Yes i also already suggested different types of Rifts: common, magic, rare, legendary
just need to figure out what all of these do and how are they different. Adding special properties might be cool, BUT it will be a POE ripoff :X
I don't know about PoE as I never played it, it simply never been appealing to me as whole idea of H'n'S.
Even if that game has similar system as the one I mentioned above, that doesn't mean Diablo should not have one aswel. As I'm almost certain this would provide real challenge, fun and longevity to Diablo as a whole game!
Edited by Balthezore#2829 on 25/11/2013 21:53 GMT
- Separate Rift Bosses from Rift Guardians.
- After the gauge is filled and a Rift Guardian spawns and you kill it, make another gauge appear to spawn another Rift Guardian (and so on until the end of the nephalem rift dungeon).
- Place a Rift Boss at the end of the dungeon and make it a harder version of the Rift Guardians.
- And finally, when you exit the nephalem rift after completing it you get a reward for killing the boss and a smaller bonus for every guardian killed.
I think Nephalem rifts would be more interesting this way.
May be even adding some random events like the Jar of Souls or otherkind of monster spawning event.
Edited by Nightshade#1233 on 25/11/2013 16:45 GMT
There's a lot of things that I already like about rifts: some of which are the random zones, different shading, random mobs and most of all things like treasure goblin rifts.
Kripparian had one of those in his stream yesterday and it was just absolutely amazing, looked like so much fun.
However the rest of the time you are mostly just running through these rifts to get to one of those "treasure goblin rifts".
You should try to make every Rift challenging and rewarding by itself and have those special rifts sometimes in addition.
This could be achieved by making the Rifts more challenging and more rewarding because currently bounties seem to be the more profitable way of farming exp and legendaries but rifts are clearly what is more fun to play.
That's why I think that Balthezore's idea about the Mystic enchanting your Rift keystones is very good. It gives you the ability to make every Nephalem rift experience unique and fun while letting you customize your experience to some degree yourself.
Then you could also create legendary affixes on the keystones if you get lucky like a treasure goblin rift or double chance for legendaries to drop and you could even prepare and join those Rifts with your friends and share the awesome experience.
Heres my idea for Rift's
#1 Change the Reward for bounties to Rift Shards
#2 Change the Reward for Nephalem Rifts too Blood Shards
#3 Allow 20-50'ish Rift Shards to be combined into 1 " Rift Crystal"
#4 Nephalem rift Crystal(Obviously needs a better name) Adds a timer too each level of the rift the max time per rift is reduced per level of rift entered and the next level of each rift is only unlocked after killing the boss spawned at the current level
(example) You enter Level 1 of a " Rift Crystal" you have 10 minutes to kill enough mobs to fill the 100% Bar spawn the boss and get to level 2. On Level 2 you now have 8 minutes to do the same thing, 6 minutes on level 3 etc etc. Rewards would be based on how far you get and should be substantial.
Lvl 1 Clear - 50 blood shards
Lvl 2 - 50 Blood Shards
Lvl 3 - 50 Blood Shards + Forgotten Soul
Lvl 4 - Acess to Treasure Room to Reward Group play
Edited by Strego#1555 on 25/11/2013 18:45 GMT
All is needed make everything hard like was befor 1.0.3 D3, more hp or resist to monsters would be nice. its looks already boring incase ppl 1hit killing everything in rifts in max diff. like torment 6 even rift guardians are 1-2 hit to kill makes the game boring nothing challenging. Atleast bosses should be uberhard to kill whit some buffed drops maybe. msot of the ppl left D3 cuz of lots of nerf they wanted challenge and they got legendary drop infront of town :/ which is kinda lame.
I was extremely excited when i heard that i can encounter a random boss from the game during the rift. And that it will be unexpected. The truth is, it isn't. You fill a bar, boom, a monster with a big HP Pool appears, bam, gone, end of story. Not really satisfying or rewarding.
When i first heard about rifts as randomised dungeons i imagined it like this.
- I enter the rift, random mobs attack me, every level of the rift gets harder and harder, and every level REQUIRES me to clear at least 90% of monsters. Halfway during the rift (for example a rift is 8 lvl deep, then on 4th level you encounter one of the "minor" bosses like queen aranea or maghda, or you take place in a special event like "survive the endless fallen maniac horde for 5 minutes" ord "defend the soldiers running away from the demons") and then at the end of the rift, you encounter one of the act/specially designed rift bosses, that are very difficult and pumped up.
Also i wish thad we had at least some form of impact on what rift will we get, maybe through enchantress or multicolored rift shards, for example "The rift opened by this key will have monsters infected by the plague", that would make 1/5 of normal monsters have the plagued affix.
While those ideas are good some of you seem to forget something. If you watch streams these days, probably all the people that are one-shotting stuff on T6 is because of bugged abilities, more specifically the Crusader's Heaven's Fury (the beam) with the first rune. This gives players the ability to faceroll through everything, making everything look easy.
Personally I'll wait until they fix this stuff to gauge the difficulty, along with some legendaries that seem to be mandatory right now for most if not all builds (1 hour shrine gloves) which make everything even faster and easier.
Kripparrian was farming T1 for 2-3 days without using the bugged beam but using the ability enabled him to progress much faster. He probably wouldn't be able to farm T6 at a comfortable speed even with his massively inflated gear right now.
Edited by Moly#2674 on 25/11/2013 18:43 GMT
I completely agree with Balthezores post and ideas.
After watching many streamers play RoS in it's early state, I've notice even Torment VI can be facerolled with the correct skills and legendary combinations.
I understand you want to make the legendaries as game breaking as possible without actually breaking the game, but in their current state they are most certainly game breaking.
One that comes to mind.
This item combined with the legendary that regenerates resources with a health globe pick up is a bit over powered, and I thought life steal was good. :P
I'm sure a lot of these will be changed before the actual launch however.
Balthezore has a great idea with enhancing Rift Stones, I believe this would add even more end game if one were able to randomly add effects to Rifts.
This Rift stone creates a rift which can have multiple effects of the following.
Just to name a few. ;P
Of course for the more negative effects of Rifts the more Loot\Exp\gold and legendary rewards gained.
I feel if they were to add a death penalty that wouldn't allow you to continue in the rift would be one thing, but I also feel the need to make the rifts have items that can be used for transmog or crafting that only appear in the rifts. As said making the maps craftable you could have prefix and suffix on them that would allow more variation or even having the ability to combine maps to make a higher difficulty.
I like the fact that goblins are a mob in the rifts at times, but I feel this would be better served by having it as a last area of the rift and it only be goblins in that area, while making it harder to get to the end of the rift.
You could also make it so you can find map pieces within the rift 1/12 that will allow you to goto a different area separate from the normal maps that would be like finding a legendary/rare/magical map piece's and make it so they are not common to find.
Rift bosses could drop a special map piece that you have to make by defeating certain types and when combined allow you into a harder map that has a lot more levels and each of the bosses at the end of each stage of the map.
I like the idea of the rifts, but there needs to be more reason and variation as to why you would be doing them so often.
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