I think they need to keep them, but adjust them, and I am pretty sure that is what Wyatt will do, as he hinted in the tavern talk.
The goal is to have you do trials, but once you unlock say GR25, you can then use your trial keystone and turn it into any GRift 1-25 without running the trial.
I think they need to keep them, but adjust them, and I am pretty sure that is what Wyatt will do, as he hinted in the tavern talk.
The goal is to have you do trials, but once you unlock say GR25, you can then use your trial keystone and turn it into any GRift 1-25 without running the trial.
I think they need to keep them, but adjust them, and I am pretty sure that is what Wyatt will do, as he hinted in the tavern talk.
The goal is to have you do trials, but once you unlock say GR25, you can then use your trial keystone and turn it into any GRift 1-25 without running the trial.
Should be nice to exist in some capacity in the game, I am mostly thinking about an easy lazy exp farm (granted, an easy fix for any bot). People have already proposed a PVE/PVP type of dungeons similar to the tower defense games, where waves of monsters come towards you and they get increasingly harder. This however adds another fragmentation to the game, which exists even now with the rifts vs. grifts, but seem connected due to the existence of legendary gems.
I voted that I don't care, because as I said in the past, most of my gems are level 0. I see no attraction in a dungeon run where you get no loot, and you are forced to do it under a limited timeline, which is alongside NOT trading, a thorn of shame in the Diablo franchise back.
I would actually love a firestrike mode similar to this where we just get bombarded with waves of monsters that increase with difficulty, and say every 5-10 waves we face a boss. Have specific rewards that are earned per tier (boss kill) that you survive.
My goal would be to allow them to chose lets say 1 set piece of the IK set, but we get a random piece of the set, and the stats obviously random as well. Essentially, I want a way other than dumb founded gambling to get my sets.
I would actually like to remove rift/grift keys from the game as physical items. You can still earn them (like blood shards), but they become a currency. You can choose to spend rift token or use a grift token to choose a level up to 1 above the last level completed. (Complete rift 40, so you can choose to do 41)
That said, I still believe this is a good change. Though I agree there should still be some mechanic that allows you to gauge your ability to handle higher Grifts.
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I think they need to keep them, but adjust them, and I am pretty sure that is what Wyatt will do, as he hinted in the tavern talk.
The goal is to have you do trials, but once you unlock say GR25, you can then use your trial keystone and turn it into any GRift 1-25 without running the trial.
I think the problem brought up by the front page does need to be addressed; Leveling legendary gems. You can already 'slog' through a high Grift that you're not geared for just to level your gems, but the time needed to do that is far greater then the proposed change. You have to do the trial, then complete whatever levels you get to get higher and higher. You can't really cheese this solo because if you have the gear to complete the trials and the subsequent Grifts to get to the level that will increase your gem, then yea you deserve it.
This system would allow a player to just purchase, or start a very high level Grift (say they can complete 44 solo, but that's the absolute highest) and just spend the next 45 minutes throwing bodies at it. This is of course assuming you unlock a Grift based on if you beat it, grouped up or solo.
If you do unlock that level by completing it in a group, then the above problem arises; get carried once to a 4 person ~55, then cheese. If the unlocks, however, are only based on solo progress, then that might disrupt a lot of groups, because while some of them might be able to solo high levels, the player(s) that have built their characters on pure Zdps will be left behind.
Whether we're just playing for fun or not, there's a huge chunk of us that likes to play optimally, albeit with varying degrees. Getting your gems as high as you can is a big upgrade, and I really don't want this to turn into a mandatory slog-through-Grifts-you-aren't-geared-for to get your gems to 50.
I really can't think of a very elegant solution however. I guess, if I had to make a decision right now, I would have it work as follows;
Trials still exist, and function just the same. For every Greater Rift level that you've completed in time solo, you unlock the ability to purchase said level from a vendor in town, using keystones dropped from regular rifts.
While this will tremendously help players who like to play solo, it only slightly helps group players. Instead of your 4 man having to start a trial every time, you can instead start at the Greater Rift level the lowest player on the team has. Yea, you don't get to go spam 55's because one player can't solo a 45, but at least you can start at a 44 instead of trials.
I really can't think of a very elegant solution however.
The "elegant solution" basically already exists in GRifts. Currently, if you finish a GRift before the timer, you get a new stone with a level dependent upon how fast you finished. Just take a similar formula and use it for leveling the gems.
Example:
GR30 - Finished in 0-15 mins - Level Gem as a 30 GRift
GR30 - Finished in 15:01-16 mins - Level Gem as a 29 GRift
GR30 - Finished in 16:01-18 mins - Level Gem as a 28 GRift
GR30 - Finished in 18:01-21 mins - Level Gem as a 27 GRift
GR30 - Finished in 21:01-25 mins - Level Gem as a 26 GRift
...
GR30 - Finished in 60+ mins - Level Gem as a 20 GRift (Hard cap here of -10, maybe?)
GR30 - Finished in 60+ mins - Level Gem as a 1 GRift (No hard cap)
Numbers are purely theoretical, but this is the way to go. Diminishing returns for finishing after the timer.
The "elegant solution" basically already exists in GRifts. Currently, if you finish a GRift before the timer, you get a new stone with a level dependent upon how fast you finished. Just take a similar formula and use it for leveling the gems.
Example:
GR30 - Finished in 0-15 mins - Level Gem as a 30 GRift
GR30 - Finished in 15:01-16 mins - Level Gem as a 29 GRift
GR30 - Finished in 16:01-18 mins - Level Gem as a 28 GRift
GR30 - Finished in 18:01-21 mins - Level Gem as a 27 GRift
GR30 - Finished in 21:01-25 mins - Level Gem as a 26 GRift
...
GR30 - Finished in 60+ mins - Level Gem as a 20 GRift (Hard cap here of -10, maybe?)
GR30 - Finished in 60+ mins - Level Gem as a 1 GRift (No hard cap)
Numbers are purely theoretical, but this is the way to go. Diminishing returns for finishing after the timer.
Mmmm. Are you suggesting dropping a new gem every time you complete a rift? Its level based on completion time? And I suppose it would be random? I just want to make sure I'm understanding the point.
If that is what you are describing I have to disagree. It completely obliterates the little bit of choice we have and places in more RNG. Again, I am based on the supposition that a new random gem is generated at completion.
If I were to redesign Legendary Gem leveling system around a similar Greater Rift experience exempting Trials from the process... I'd allow Gems to slowly accrue XP and ultimately level. However a Gem's level is capped at the highest Grift level completed within the 15 minute span (Solo or Group, whichever is highest). Additionally, for completing a Rift within those 15 minutes you can inject experience into one(1) Legendary Gem. The amount is amplified by the Greater Rift level and the remaining time on the clock.
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http://www.twitch.tv/leviathan111/b/650493439?t=1h07m34s
like the title says, wyatt cheng confirmed, that blizz devs are working on removing the trial system!
YAY!
I think they need to keep them, but adjust them, and I am pretty sure that is what Wyatt will do, as he hinted in the tavern talk.
The goal is to have you do trials, but once you unlock say GR25, you can then use your trial keystone and turn it into any GRift 1-25 without running the trial.
that's a solution that i would greatly approve
I'd be totally great with that.
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I would actually love a firestrike mode similar to this where we just get bombarded with waves of monsters that increase with difficulty, and say every 5-10 waves we face a boss. Have specific rewards that are earned per tier (boss kill) that you survive.
My goal would be to allow them to chose lets say 1 set piece of the IK set, but we get a random piece of the set, and the stats obviously random as well. Essentially, I want a way other than dumb founded gambling to get my sets.
I would actually like to remove rift/grift keys from the game as physical items. You can still earn them (like blood shards), but they become a currency. You can choose to spend rift token or use a grift token to choose a level up to 1 above the last level completed. (Complete rift 40, so you can choose to do 41)
Personally, I am not bothered by trials at all.
That said, I still believe this is a good change. Though I agree there should still be some mechanic that allows you to gauge your ability to handle higher Grifts.
I see the line in the sand. Time to find out who I am. Looking back to see where I stand. Evolution.
Member of the Dfans clan.
BNet Tag: Evolution85#1878
FINALLY a good post ont this forum, im happy
having leveled 3 gems to 25 today. trials every 3rd gem level.
I would press the nuclear launch button and eradicate a country and all its people to get the trials removed today..
But seeing how many issues they already have. Don't be shocked if the trials "fix" is gonna turn out even worse
I think the problem brought up by the front page does need to be addressed; Leveling legendary gems. You can already 'slog' through a high Grift that you're not geared for just to level your gems, but the time needed to do that is far greater then the proposed change. You have to do the trial, then complete whatever levels you get to get higher and higher. You can't really cheese this solo because if you have the gear to complete the trials and the subsequent Grifts to get to the level that will increase your gem, then yea you deserve it.
This system would allow a player to just purchase, or start a very high level Grift (say they can complete 44 solo, but that's the absolute highest) and just spend the next 45 minutes throwing bodies at it. This is of course assuming you unlock a Grift based on if you beat it, grouped up or solo.
If you do unlock that level by completing it in a group, then the above problem arises; get carried once to a 4 person ~55, then cheese. If the unlocks, however, are only based on solo progress, then that might disrupt a lot of groups, because while some of them might be able to solo high levels, the player(s) that have built their characters on pure Zdps will be left behind.
Whether we're just playing for fun or not, there's a huge chunk of us that likes to play optimally, albeit with varying degrees. Getting your gems as high as you can is a big upgrade, and I really don't want this to turn into a mandatory slog-through-Grifts-you-aren't-geared-for to get your gems to 50.
I really can't think of a very elegant solution however. I guess, if I had to make a decision right now, I would have it work as follows;
Trials still exist, and function just the same. For every Greater Rift level that you've completed in time solo, you unlock the ability to purchase said level from a vendor in town, using keystones dropped from regular rifts.
While this will tremendously help players who like to play solo, it only slightly helps group players. Instead of your 4 man having to start a trial every time, you can instead start at the Greater Rift level the lowest player on the team has. Yea, you don't get to go spam 55's because one player can't solo a 45, but at least you can start at a 44 instead of trials.
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/115686-rip-trials-future-removal-confirmed?page=2#c29
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The "elegant solution" basically already exists in GRifts. Currently, if you finish a GRift before the timer, you get a new stone with a level dependent upon how fast you finished. Just take a similar formula and use it for leveling the gems.
Example:
GR30 - Finished in 0-15 mins - Level Gem as a 30 GRift
GR30 - Finished in 15:01-16 mins - Level Gem as a 29 GRift
GR30 - Finished in 16:01-18 mins - Level Gem as a 28 GRift
GR30 - Finished in 18:01-21 mins - Level Gem as a 27 GRift
GR30 - Finished in 21:01-25 mins - Level Gem as a 26 GRift
...
GR30 - Finished in 60+ mins - Level Gem as a 20 GRift (Hard cap here of -10, maybe?)
GR30 - Finished in 60+ mins - Level Gem as a 1 GRift (No hard cap)
Numbers are purely theoretical, but this is the way to go. Diminishing returns for finishing after the timer.
Mmmm. Are you suggesting dropping a new gem every time you complete a rift? Its level based on completion time? And I suppose it would be random? I just want to make sure I'm understanding the point.
If that is what you are describing I have to disagree. It completely obliterates the little bit of choice we have and places in more RNG. Again, I am based on the supposition that a new random gem is generated at completion.
If I were to redesign Legendary Gem leveling system around a similar Greater Rift experience exempting Trials from the process... I'd allow Gems to slowly accrue XP and ultimately level. However a Gem's level is capped at the highest Grift level completed within the 15 minute span (Solo or Group, whichever is highest). Additionally, for completing a Rift within those 15 minutes you can inject experience into one(1) Legendary Gem. The amount is amplified by the Greater Rift level and the remaining time on the clock.
"We", "Everyone" - Argumentum ad populum. "You people" - Argumentum ad hominem. "Your dumb" - Contractionem absum.