I think the original incarnation of what is now Greater Rifts were pegged to be floor/ level based, i.e. the floor would correlate to the level & difficulty. I personally would love to see Blizzard implement something along the lines of "how far can you get"? Everything now is built on speed, efficiency, and timer-related.
It is nice sometimes to shirk the countdown and methodically go through levels destroying everything in sight. That is why I think having an endless rift (if difficulty was based on gRifts then endless could really be 100 levels). Instead of having a progress bar fill up to spawn the boss, perhaps it could be a requirement of killing 100 regular mobs & 5 groups of elites and then the next level would unlock. Every level ending in 5 will be a minor boss, and every level ending with 0 would be a major boss. The major boss could even be set up similar to the current uber bosses which are a single room with 2 bosses (except diablo which summons all previous bosses). The bosses could even be static, i.e. Leoric / Crusader King could always be at level 5 to serve as an entry level boss. The bosses on the levels ending in 5's would drop loot similar to a normal rift boss, and bosses on the 0's would drop loot similar to gRift bosses. I think at some point when people really want to push their limits and see how far they can get, the prospect at starting from level 1 when they were just at level 45 will seem daunting, so there will also need to be a way to start at a higher level. Maybe get a token that is 1/2 the total you ran previously, like if you managed level 20 you would start at level 11 (it cant start on a boss fight and you would need to have a couple levels build up to the first boss instead of a level 9 token and the very next level being a boss).
In my opinion I believe this would bridge the gap between rRifts & gRifts. Some people enjoy running rRifts, but feel that T6 does not satisfy them in terms of difficulty, nor do they enjoy closing the rift as the boss is mid-process crumbling to dust. I feel that gRifts were a fantastic implementation to the game, and it would be hard to justify continue playing with out there existence, but they too leave a lot to be desired for many people.
I agree with shapookya, but something like this could still be fun if implemented properly. Make it non-competitive(no leaderboards) so its just for fun. And implement something like a 30 minute timer on each level. Fail to clear a level in that time and the next level is no longer available. Or possibly a pulsing aoe in the whole map(unavoidable) that would eventually one-shot you after it stays up long enough. There are ways to prevent endless kiting.
You are right, there are some people that would spend endless time kiting mobs, but then again that is a small percentage of the player base. I think in lieu of a timer looming ever over the run, maybe player deaths could be the deciding factor. If you die more than 3 times on a floor then the next level will not unlock. Kiting mobs is only viable to a certain level. At some point a stray spear, arrow, frozen spot, etc.. will hit you and do enough damage to one-shot your health. A big thing with gRifts is fishing, skipping through floors in order to find a perfect (manageable) combination of mobs. I agree that something would need to be put in place in order to keep people from spending hours on single floors. Timers are pretty standard, especially in competitive gameplay, but I think other methods can be explored as well.
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I think the original incarnation of what is now Greater Rifts were pegged to be floor/ level based, i.e. the floor would correlate to the level & difficulty. I personally would love to see Blizzard implement something along the lines of "how far can you get"? Everything now is built on speed, efficiency, and timer-related.
It is nice sometimes to shirk the countdown and methodically go through levels destroying everything in sight. That is why I think having an endless rift (if difficulty was based on gRifts then endless could really be 100 levels). Instead of having a progress bar fill up to spawn the boss, perhaps it could be a requirement of killing 100 regular mobs & 5 groups of elites and then the next level would unlock. Every level ending in 5 will be a minor boss, and every level ending with 0 would be a major boss. The major boss could even be set up similar to the current uber bosses which are a single room with 2 bosses (except diablo which summons all previous bosses). The bosses could even be static, i.e. Leoric / Crusader King could always be at level 5 to serve as an entry level boss. The bosses on the levels ending in 5's would drop loot similar to a normal rift boss, and bosses on the 0's would drop loot similar to gRift bosses. I think at some point when people really want to push their limits and see how far they can get, the prospect at starting from level 1 when they were just at level 45 will seem daunting, so there will also need to be a way to start at a higher level. Maybe get a token that is 1/2 the total you ran previously, like if you managed level 20 you would start at level 11 (it cant start on a boss fight and you would need to have a couple levels build up to the first boss instead of a level 9 token and the very next level being a boss).
In my opinion I believe this would bridge the gap between rRifts & gRifts. Some people enjoy running rRifts, but feel that T6 does not satisfy them in terms of difficulty, nor do they enjoy closing the rift as the boss is mid-process crumbling to dust. I feel that gRifts were a fantastic implementation to the game, and it would be hard to justify continue playing with out there existence, but they too leave a lot to be desired for many people.
I agree with shapookya, but something like this could still be fun if implemented properly. Make it non-competitive(no leaderboards) so its just for fun. And implement something like a 30 minute timer on each level. Fail to clear a level in that time and the next level is no longer available. Or possibly a pulsing aoe in the whole map(unavoidable) that would eventually one-shot you after it stays up long enough. There are ways to prevent endless kiting.
You are right, there are some people that would spend endless time kiting mobs, but then again that is a small percentage of the player base. I think in lieu of a timer looming ever over the run, maybe player deaths could be the deciding factor. If you die more than 3 times on a floor then the next level will not unlock. Kiting mobs is only viable to a certain level. At some point a stray spear, arrow, frozen spot, etc.. will hit you and do enough damage to one-shot your health. A big thing with gRifts is fishing, skipping through floors in order to find a perfect (manageable) combination of mobs. I agree that something would need to be put in place in order to keep people from spending hours on single floors. Timers are pretty standard, especially in competitive gameplay, but I think other methods can be explored as well.