Just wanted to lay down a theory here, (I may not be the first to mention this) but I'd like to get n discussion going here. Let's look at the details:
- Hellfire Ring: Currently this Ring is mediocre at best, if you keep in mind the amount of effort it takes to actually get a good one. Myself, and many other players I know simply don't deem it worth all the trouble
- Royal Ring of Grandeur: Probably the most sought after item in the entire game. Powerful beyond belief if used cleverly, and everyone is (cheesely) farming Act1 bounties on normal just to get their hand on one of those, because it's just so much better than any of the other cache only legendaries.
Now the idea I have is simple. Forget that it would be "Harder" to get a RRoG, and just think about the big picture... Would it not make far more sense to swap these around? Plain and easy. In my opinion at least, in one old switcheroo, you make ubers worth it, and you make bounties more balanced across all acts and difficulties.
Wait a minute.....Ring of Grandeur is found in Act 1?! I've been farming the wrong act this entire time!!
Rollback Post to RevisionRollBack
Bashiok - Blizzard Representative - 08/01/2011 -"So how many skill combinations are there now? Well taking into account 6 active skills, all the rune combinations, and 3 passives we currently expect each class to have roughly 2,285,814,795,264 different build combinations."
"Hey, I thought you'd like the witty irony of grub-on-glowie violence!"
My opinion is that they hold two separate and completely different ideas behind them. Hellfire is for faster leveling (beginning, while RRoG is for making set bonuses easier to complete(end game). Due to this, depending on your play style in terms of one character or multiple, you would want either ring the "easier" to obtain. One toon = RRoG...Multiple=Hellfire
Darn my wizard and it's SoJ+Unity combo. And Wizard's less-than-usefull sets.
But on a more serious note, RoRG is pretty poop compared to Unity+SoJ for most classes when you play solo, as long as you aren't breaking up two major sets/have enough pieces to keep your most important set bonus still.
My opinion is that they hold two separate and completely different ideas behind them. Hellfire is for faster leveling (beginning, while RRoG is for making set bonuses easier to complete(end game). Due to this, depending on your play style in terms of one character or multiple, you would want either ring the "easier" to obtain. One toon = RRoG...Multiple=Hellfire
Fair point.
I guess the concept behind all of this for me at least, is to make the item gained from doing ubers something more useful for all characters. It's just a tad too situational at current, especially if you have all 6 classes at 70 like myself.
Mind you, I did read that the Devs said in their anniversary stream that they want to expand on what you can get from ubers... eventually.
Wait a minute.....Ring of Grandeur is found in Act 1?! I've been farming the wrong act this entire time!!
Not sure if serious...
Possible jokes aside, would you not agree that it would be a far more elegant, and substantially less cheesy way of obtaining it?
Haha I was actually being serious, I thought the RRoG dropped from the Act 2 cache
It's an interesting topic, this one.Both rings are definitely of high value, perhaps instead of swapping them around, why not just make the RRoG harder to obtain?
Here's what I think they should do with it (keep in mind this is my opinion);
Why not add a separate list of legendaries only obtainable from a cache that is received upon completing ALL bounties across ALL acts?
Rollback Post to RevisionRollBack
Bashiok - Blizzard Representative - 08/01/2011 -"So how many skill combinations are there now? Well taking into account 6 active skills, all the rune combinations, and 3 passives we currently expect each class to have roughly 2,285,814,795,264 different build combinations."
"Hey, I thought you'd like the witty irony of grub-on-glowie violence!"
Darn my wizard and it's SoJ+Unity combo. And Wizard's less-than-usefull sets.
But on a more serious note, RoRG is pretty poop compared to Unity+SoJ for most classes when you play solo, as long as you aren't breaking up two major sets/have enough pieces to keep your most important set bonus still.
I still prefer my RoRG + SoJ compare to my Unity+SoJ even farming T4-T5 as I am running 3 set bonuses...
I believe Unity is better as a group ring but at this moment, I'm the only one who have found one in my clan so not much point in equipping it and give up two of my set bonuses...
Darn my wizard and it's SoJ+Unity combo. And Wizard's less-than-usefull sets.
But on a more serious note, RoRG is pretty poop compared to Unity+SoJ for most classes when you play solo, as long as you aren't breaking up two major sets/have enough pieces to keep your most important set bonus still.
I still prefer my RoRG + SoJ compare to my Unity+SoJ even farming T4-T5 as I am running 3 set bonuses...
I believe Unity is better as a group ring but at this moment, I'm the only one who have found one in my clan so not much point in equipping it and give up two of my set bonuses...
Oh, and the set bonuses that I'm running are Auglids + Blackthorne (along with 3 piece Vyr) which already gives me +25% against elite and +25% reduction which is a almost like a full SoJ and String of Ears together...
Wait a minute.....Ring of Grandeur is found in Act 1?! I've been farming the wrong act this entire time!!
Not sure if serious...
Possible jokes aside, would you not agree that it would be a far more elegant, and substantially less cheesy way of obtaining it?
Haha I was actually being serious, I thought the RRoG dropped from the Act 2 cache
It's an interesting topic, this one.Both rings are definitely of high value, perhaps instead of swapping them around, why not just make the RRoG harder to obtain?
Here's what I think they should do with it (keep in mind this is my opinion);
Why not add a separate list of legendaries only obtainable from a cache that is received upon completing ALL bounties across ALL acts?
Haha, unlucky At least you know now.
I agree with your point though. Really, to sum it up, the idea is making thing like RRoG feel less cheesy to get, and make the ubers give a worthy reward.
I think a cache with it's own table of rewards for completing an entire Act 1 - 5 bounty session is a wonderfull idea.
Wait a minute.....Ring of Grandeur is found in Act 1?! I've been farming the wrong act this entire time!!
Not sure if serious...
Possible jokes aside, would you not agree that it would be a far more elegant, and substantially less cheesy way of obtaining it?
Haha I was actually being serious, I thought the RRoG dropped from the Act 2 cache
It's an interesting topic, this one.Both rings are definitely of high value, perhaps instead of swapping them around, why not just make the RRoG harder to obtain?
Here's what I think they should do with it (keep in mind this is my opinion);
Why not add a separate list of legendaries only obtainable from a cache that is received upon completing ALL bounties across ALL acts?
It also drop from Act 4 but with a much, much lower chance as Act 4 can drop all legendaries from all act bounties. With the introduction of torment-only items as well, just stick to Act 1 to maximise your chance to find that RoRG unless you are running Act 1 normal... I manage to find 2 after opening more than 200 act 1 caches.... but I still haven't found any mad king scepter... that is tougher for me to find that RoRG... lol
While there's no doubt that RRoG is (arguably) one of the best rings in the game, it can certainly be made harder to obtain. Only because other rings like SoJ and Unity can't be farmed like the RRoG can.
Of course some may have better luck than others when it comes to how often the RRoG drops from the cache, it still has that chance to drop from it.
Bashiok - Blizzard Representative - 08/01/2011 -"So how many skill combinations are there now? Well taking into account 6 active skills, all the rune combinations, and 3 passives we currently expect each class to have roughly 2,285,814,795,264 different build combinations."
"Hey, I thought you'd like the witty irony of grub-on-glowie violence!"
Darn my wizard and it's SoJ+Unity combo. And Wizard's less-than-usefull sets.
But on a more serious note, RoRG is pretty poop compared to Unity+SoJ for most classes when you play solo, as long as you aren't breaking up two major sets/have enough pieces to keep your most important set bonus still.
I still prefer my RoRG + SoJ compare to my Unity+SoJ even farming T4-T5 as I am running 3 set bonuses...
I believe Unity is better as a group ring but at this moment, I'm the only one who have found one in my clan so not much point in equipping it and give up two of my set bonuses...
Of course you prefer it at T4-5, so would I. 50% dmg increase from 5->6 though, is pretty extreme.
Unity is also a shitty group ring (as the damage is just split - in solo games, it's a flat 50% damage REDUCTION), and your overall experience may vary if you play mostly in groups (generally, you need far less toughness in multiplayer games than you do in solo games, exactly because there's many more targets to get hit and the damage doesn't increase).
That said, I run one set bonus at the moment as a fire wizard (currently ignite+mirrorball focused with meteor shower as AOE/spender) - Aughilds, unlocked through helm+shoulder+bracer. The only other usefull sets are Cains (somewhat, 50% magic find / 8% IAS), and Vyrs - I have yet to find a WoW, so CDR does nothing for me yet. Consider the following -
If I were to wear a RoRG, I could drop the aughild helm for a cains helm.
Vyrs uses Feet, legs, chest, gloves.
Cains uses Feet, Legs, Helm, Gloves.
So if I wanted both sets with RoRG, I'd need to use Wyr's Feet+Legs+Chest, and Cains Helm+Gloves (for example, you can very it depending on pieces).
This would force me to drop an almost perfect Cindercoat (20% fire dmg, 493 int 494 vit 3 sockets), and an extremely good Magefists (709 int, 19% fire dmg 50% crit dmg, 7% IAS, 9% crit).
It would also force me to drop SoJ at 19% fire dmg, 29% elite dmg.
That's a total of 59% elemental damage and 29% elite dmg dropped for Vyrs bonus+Cains bonus. 500 int, all Archon runes, 8% IAS, 50% magic find. Hardly worth dropping off that much damage, really.
Even if we were to just say use 3 set Vyrs, that's 20% fire dmg you retain from not using vyrs chest. Still dropping a shitton.
Say I get a wand of woh. Obviously I want CDR etc and go explosive blast then, but generally, my setup wouldn't change alot - heck, I'd even want Hexing pants for the dmg increase while moving, rather than Vyrs.
Now, CDR would be worth something, so Borns/CPT C. would be worth getting. However, Borns are shoulders+chest (which forces a drop of Cindercoat = 20% dmg vs 10% CDR.
CPT C. Is belt, pants, boots. Could unlock it using Pants+Belt and keep Hexing pants of Yan... But it's a 2 set trigger for the CDR, the 3 set you'd get from RoRG is 50 all resist and resource cost reduction. Surprise, WoW doesn't need resource cost reduction (you get far more than you can spend spamming EB).
It would however also force me to drop witching hour and Ice Climbers (<3 no slows/frozen/immobilizes).
So yea - RoRG is good for the start of the game (cos crafting is good for gearing), and probably for classes with OP sets - but I still hold that when I can unlock the strongest set either way (aughilds) then it's sort of useless. Individual legendaries can be extremely strong.
Darn my wizard and it's SoJ+Unity combo. And Wizard's less-than-usefull sets.
But on a more serious note, RoRG is pretty poop compared to Unity+SoJ for most classes when you play solo, as long as you aren't breaking up two major sets/have enough pieces to keep your most important set bonus still.
I still prefer my RoRG + SoJ compare to my Unity+SoJ even farming T4-T5 as I am running 3 set bonuses...
I believe Unity is better as a group ring but at this moment, I'm the only one who have found one in my clan so not much point in equipping it and give up two of my set bonuses...
Of course you prefer it at T4-5, so would I. 50% dmg increase from 5->6 though, is pretty extreme.
Unity is also a shitty group ring (as the damage is just split - in solo games, it's a flat 50% damage REDUCTION), and your overall experience may vary if you play mostly in groups (generally, you need far less toughness in multiplayer games than you do in solo games, exactly because there's many more targets to get hit and the damage doesn't increase).
That said, I run one set bonus at the moment as a fire wizard (currently ignite+mirrorball focused with meteor shower as AOE/spender) - Aughilds, unlocked through helm+shoulder+bracer. The only other usefull sets are Cains (somewhat, 50% magic find / 8% IAS), and Vyrs - I have yet to find a WoW, so CDR does nothing for me yet. Consider the following -
If I were to wear a RoRG, I could drop the aughild helm for a cains helm.
Vyrs uses Feet, legs, chest, gloves.
Cains uses Feet, Legs, Helm, Gloves.
So if I wanted both sets with RoRG, I'd need to use Wyr's Feet+Legs+Chest, and Cains Helm+Gloves (for example, you can very it depending on pieces).
This would force me to drop an almost perfect Cindercoat (20% fire dmg, 493 int 494 vit 3 sockets), and an extremely good Magefists (709 int, 19% fire dmg 50% crit dmg, 7% IAS, 9% crit).
It would also force me to drop SoJ at 19% fire dmg, 29% elite dmg.
That's a total of 59% elemental damage and 29% elite dmg dropped for Vyrs bonus+Cains bonus. 500 int, all Archon runes, 8% IAS, 50% magic find. Hardly worth dropping off that much damage, really.
Even if we were to just say use 3 set Vyrs, that's 20% fire dmg you retain from not using vyrs chest. Still dropping a shitton.
Say I get a wand of woh. Obviously I want CDR etc and go explosive blast then, but generally, my setup wouldn't change alot - heck, I'd even want Hexing pants for the dmg increase while moving, rather than Vyrs.
So yea - RoRG is good for the start of the game (cos crafting is good for gearing), and probably for classes with OP sets - but I still hold that when I can unlock the strongest set either way (aughilds) then it's sort of useless. Individual legendaries can be extremely strong.
Interesting take on this Unity vs RoRG setup. Call me a noob but I was not aware that wearing just the Unity itself gives me a straight up 50% reduction while running solo. I always thought that it will require a set for it to mitigate the dmg. However, I still need to have 3 set bonus from Auglids (which I can replace my strongarm bracers with Auglid) and my Vyr set will compete with my Cindercoat/Magefist slot if I was to forgo RoRG. Currently, I'm running a full lightning built but I can easily swap out for Fire as I have a +17 SoJ/+19 Cindercoat/+17 Magefist/+18 Eye of Elitch Ammy but I find that this setup gains a lot of dps but loses out a lot on survivability that is mitigated by blackthorne set. However, if the unity is a straight up 50% reduction, then that's a different story... guess I gonna play around and test it out to see how it works... thanks for the ideas.
Darn my wizard and it's SoJ+Unity combo. And Wizard's less-than-usefull sets.
But on a more serious note, RoRG is pretty poop compared to Unity+SoJ for most classes when you play solo, as long as you aren't breaking up two major sets/have enough pieces to keep your most important set bonus still.
I still prefer my RoRG + SoJ compare to my Unity+SoJ even farming T4-T5 as I am running 3 set bonuses...
I believe Unity is better as a group ring but at this moment, I'm the only one who have found one in my clan so not much point in equipping it and give up two of my set bonuses...
Of course you prefer it at T4-5, so would I. 50% dmg increase from 5->6 though, is pretty extreme.
Unity is also a shitty group ring (as the damage is just split - in solo games, it's a flat 50% damage REDUCTION), and your overall experience may vary if you play mostly in groups (generally, you need far less toughness in multiplayer games than you do in solo games, exactly because there's many more targets to get hit and the damage doesn't increase).
That said, I run one set bonus at the moment as a fire wizard (currently ignite+mirrorball focused with meteor shower as AOE/spender) - Aughilds, unlocked through helm+shoulder+bracer. The only other usefull sets are Cains (somewhat, 50% magic find / 8% IAS), and Vyrs - I have yet to find a WoW, so CDR does nothing for me yet. Consider the following -
If I were to wear a RoRG, I could drop the aughild helm for a cains helm.
Vyrs uses Feet, legs, chest, gloves.
Cains uses Feet, Legs, Helm, Gloves.
So if I wanted both sets with RoRG, I'd need to use Wyr's Feet+Legs+Chest, and Cains Helm+Gloves (for example, you can very it depending on pieces).
This would force me to drop an almost perfect Cindercoat (20% fire dmg, 493 int 494 vit 3 sockets), and an extremely good Magefists (709 int, 19% fire dmg 50% crit dmg, 7% IAS, 9% crit).
It would also force me to drop SoJ at 19% fire dmg, 29% elite dmg.
That's a total of 59% elemental damage and 29% elite dmg dropped for Vyrs bonus+Cains bonus. 500 int, all Archon runes, 8% IAS, 50% magic find. Hardly worth dropping off that much damage, really.
Even if we were to just say use 3 set Vyrs, that's 20% fire dmg you retain from not using vyrs chest. Still dropping a shitton.
Say I get a wand of woh. Obviously I want CDR etc and go explosive blast then, but generally, my setup wouldn't change alot - heck, I'd even want Hexing pants for the dmg increase while moving, rather than Vyrs.
So yea - RoRG is good for the start of the game (cos crafting is good for gearing), and probably for classes with OP sets - but I still hold that when I can unlock the strongest set either way (aughilds) then it's sort of useless. Individual legendaries can be extremely strong.
Interesting take on this Unity vs RoRG setup. Call me a noob but I was not aware that wearing just the Unity itself gives me a straight up 50% reduction while running solo. I always thought that it will require a set for it to mitigate the dmg. However, I still need to have 3 set bonus from Auglids (which I can replace my strongarm bracers with Auglid) and my Vyr set will compete with my Cindercoat/Magefist slot if I was to forgo RoRG. Currently, I'm running a full lightning built but I can easily swap out for Fire as I have a +17 SoJ/+19 Cindercoat/+17 Magefist/+18 Eye of Elitch Ammy but I find that this setup gains a lot of dps but loses out a lot on survivability that is mitigated by blackthorne set. However, if the unity is a straight up 50% reduction, then that's a different story... guess I gonna play around and test it out to see how it works... thanks for the ideas.
It does take a set (follower invincibility item, 2x rings) to get the 50% damage reduction. I admittedly haven't ever heard of a lightning wizard being very successfull yet (no offense). I have to add that I have foregone fire damage on my necklase in favor of a Mara's kaleidoscope, making me invincible to any poison damage in the game. Ice climbers (as mentioned) makes me immune to immobilizes and frozen effects, along with slows (spider webs, fuck'em). This means that only two affix elements actually bother me "alot" - fire and arcane. Both are quite easily dodged.
Quote fromnoladrew
I dont get why people say Unity is so "required" for high torment farming. I can do t6 just fine on my wd and crusader without unity x2.
Some classes are just more durable than others. If I had something like Haunt-Siphon, Zombie dogs Life Link+Ukhapian serpent (basicly, a Unity in itself) on my Wizard, I'd probably be able to do it without aswell. Our defensives just aren't that "beefy". Add that to not having wickedly overpowered sets like Jade Harvester + Quetzal + creeping death combo to shoot our damage to the skies.
I don't know a lot about crusaders, but generally, comparing a class with an inherent 30% reduc (and a focus on using shields + block to mitigate even further) to one that doesn't have it isn't exactly great.
The original idea is good, but it's too late now. You can't make RoRG harder to get at this point, that would be unfair.
All this discussion about how a few people on bnet decide not to use it because they prefer the 3pc cheese set bonus, is rather pointless imo. It's not like they're using Hellfire, which was the comparison in the OP.
Interesting take on this Unity vs RoRG setup. Call me a noob but I was not aware that wearing just the Unity itself gives me a straight up 50% reduction while running solo. I always thought that it will require a set for it to mitigate the dmg. However, I still need to have 3 set bonus from Auglids (which I can replace my strongarm bracers with Auglid) and my Vyr set will compete with my Cindercoat/Magefist slot if I was to forgo RoRG. Currently, I'm running a full lightning built but I can easily swap out for Fire as I have a +17 SoJ/+19 Cindercoat/+17 Magefist/+18 Eye of Elitch Ammy but I find that this setup gains a lot of dps but loses out a lot on survivability that is mitigated by blackthorne set. However, if the unity is a straight up 50% reduction, then that's a different story... guess I gonna play around and test it out to see how it works... thanks for the ideas.
It does take a set (follower invincibility item, 2x rings) to get the 50% damage reduction. I admittedly haven't ever heard of a lightning wizard being very successfull yet (no offense). I have to add that I have foregone fire damage on my necklase in favor of a Mara's kaleidoscope, making me invincible to any poison damage in the game. Ice climbers (as mentioned) makes me immune to immobilizes and frozen effects, along with slows (spider webs, fuck'em). This means that only two affix elements actually bother me "alot" - fire and arcane. Both are quite easily dodged.
Ah... so I'm not that noob after all. Unfortunately, I've just come across my first unity ring 3 days ago and haven't found any follower item with the invincibility yet so back to farming i go and keeping the set that I have.
No offense at the lightning wiz but it just so happens that I managed to gamble a lightning SoJ and rolled a perfect +20 on my GG of Leoric signet as well as my strong arm bracer so I just go with the flow. Also, since they changed the Archon elemental dmg with the highest +elemental, it seems to work well for me. My setup is electrocute (lightning blast) + black hole (supermassive) OR meteor (lightning bind) + archon + spark flint + EA (prismatic) + Force Weapon. I also have a Ball of hate. http://us.battle.net/d3/en/profile/im2kul-1814/hero/9605564 for those who wants to see it.
The original idea is good, but it's too late now. You can't make RoRG harder to get at this point, that would be unfair.
All this discussion about how a few people on bnet decide not to use it because they prefer the 3pc cheese set bonus, is rather pointless imo. It's not like they're using Hellfire, which was the comparison in the OP.
Very good point. There are other great combos like Unity or SoJ, but that's not what this is about. Keep in mind though, with ladders starting soon, it isn't too late for anything really... I mean, fresh characters for all. Even if they only do the ring swap for the ladder. I'd hate to bring Path of Exile up as comparison (yes I love both games, deal with it) but at the very least, that shows that the general rule set of the ladder season and the standard game does not need to be the same.
Let me ask the question: Would you rather do the ubers for a Hellfire, or a RRoG?
Just wanted to lay down a theory here, (I may not be the first to mention this) but I'd like to get n discussion going here. Let's look at the details:
- Hellfire Ring: Currently this Ring is mediocre at best, if you keep in mind the amount of effort it takes to actually get a good one. Myself, and many other players I know simply don't deem it worth all the trouble
- Royal Ring of Grandeur: Probably the most sought after item in the entire game. Powerful beyond belief if used cleverly, and everyone is (cheesely) farming Act1 bounties on normal just to get their hand on one of those, because it's just so much better than any of the other cache only legendaries.
Now the idea I have is simple. Forget that it would be "Harder" to get a RRoG, and just think about the big picture... Would it not make far more sense to swap these around? Plain and easy. In my opinion at least, in one old switcheroo, you make ubers worth it, and you make bounties more balanced across all acts and difficulties.
What do you all think?
Bashiok - Blizzard Representative - 08/01/2011 -"So how many skill combinations are there now? Well taking into account 6 active skills, all the rune combinations, and 3 passives we currently expect each class to have roughly 2,285,814,795,264 different build combinations."
"Hey, I thought you'd like the witty irony of grub-on-glowie violence!"
Possible jokes aside, would you not agree that it would be a far more elegant, and substantially less cheesy way of obtaining it?
My opinion is that they hold two separate and completely different ideas behind them. Hellfire is for faster leveling (beginning, while RRoG is for making set bonuses easier to complete(end game). Due to this, depending on your play style in terms of one character or multiple, you would want either ring the "easier" to obtain. One toon = RRoG...Multiple=Hellfire
Darn my wizard and it's SoJ+Unity combo. And Wizard's less-than-usefull sets.
But on a more serious note, RoRG is pretty poop compared to Unity+SoJ for most classes when you play solo, as long as you aren't breaking up two major sets/have enough pieces to keep your most important set bonus still.
I guess the concept behind all of this for me at least, is to make the item gained from doing ubers something more useful for all characters. It's just a tad too situational at current, especially if you have all 6 classes at 70 like myself.
Mind you, I did read that the Devs said in their anniversary stream that they want to expand on what you can get from ubers... eventually.
It's an interesting topic, this one.Both rings are definitely of high value, perhaps instead of swapping them around, why not just make the RRoG harder to obtain?
Here's what I think they should do with it (keep in mind this is my opinion);
Why not add a separate list of legendaries only obtainable from a cache that is received upon completing ALL bounties across ALL acts?
Bashiok - Blizzard Representative - 08/01/2011 -"So how many skill combinations are there now? Well taking into account 6 active skills, all the rune combinations, and 3 passives we currently expect each class to have roughly 2,285,814,795,264 different build combinations."
"Hey, I thought you'd like the witty irony of grub-on-glowie violence!"
I believe Unity is better as a group ring but at this moment, I'm the only one who have found one in my clan so not much point in equipping it and give up two of my set bonuses...
I agree with your point though. Really, to sum it up, the idea is making thing like RRoG feel less cheesy to get, and make the ubers give a worthy reward.
I think a cache with it's own table of rewards for completing an entire Act 1 - 5 bounty session is a wonderfull idea.
Of course some may have better luck than others when it comes to how often the RRoG drops from the cache, it still has that chance to drop from it.
Bashiok - Blizzard Representative - 08/01/2011 -"So how many skill combinations are there now? Well taking into account 6 active skills, all the rune combinations, and 3 passives we currently expect each class to have roughly 2,285,814,795,264 different build combinations."
"Hey, I thought you'd like the witty irony of grub-on-glowie violence!"
Of course you prefer it at T4-5, so would I. 50% dmg increase from 5->6 though, is pretty extreme.
Unity is also a shitty group ring (as the damage is just split - in solo games, it's a flat 50% damage REDUCTION), and your overall experience may vary if you play mostly in groups (generally, you need far less toughness in multiplayer games than you do in solo games, exactly because there's many more targets to get hit and the damage doesn't increase).
That said, I run one set bonus at the moment as a fire wizard (currently ignite+mirrorball focused with meteor shower as AOE/spender) - Aughilds, unlocked through helm+shoulder+bracer. The only other usefull sets are Cains (somewhat, 50% magic find / 8% IAS), and Vyrs - I have yet to find a WoW, so CDR does nothing for me yet. Consider the following -
If I were to wear a RoRG, I could drop the aughild helm for a cains helm.
Vyrs uses Feet, legs, chest, gloves.
Cains uses Feet, Legs, Helm, Gloves.
So if I wanted both sets with RoRG, I'd need to use Wyr's Feet+Legs+Chest, and Cains Helm+Gloves (for example, you can very it depending on pieces).
This would force me to drop an almost perfect Cindercoat (20% fire dmg, 493 int 494 vit 3 sockets), and an extremely good Magefists (709 int, 19% fire dmg 50% crit dmg, 7% IAS, 9% crit).
It would also force me to drop SoJ at 19% fire dmg, 29% elite dmg.
That's a total of 59% elemental damage and 29% elite dmg dropped for Vyrs bonus+Cains bonus. 500 int, all Archon runes, 8% IAS, 50% magic find. Hardly worth dropping off that much damage, really.
Even if we were to just say use 3 set Vyrs, that's 20% fire dmg you retain from not using vyrs chest. Still dropping a shitton.
Say I get a wand of woh. Obviously I want CDR etc and go explosive blast then, but generally, my setup wouldn't change alot - heck, I'd even want Hexing pants for the dmg increase while moving, rather than Vyrs.
Now, CDR would be worth something, so Borns/CPT C. would be worth getting. However, Borns are shoulders+chest (which forces a drop of Cindercoat = 20% dmg vs 10% CDR.
CPT C. Is belt, pants, boots. Could unlock it using Pants+Belt and keep Hexing pants of Yan... But it's a 2 set trigger for the CDR, the 3 set you'd get from RoRG is 50 all resist and resource cost reduction. Surprise, WoW doesn't need resource cost reduction (you get far more than you can spend spamming EB).
It would however also force me to drop witching hour and Ice Climbers (<3 no slows/frozen/immobilizes).
So yea - RoRG is good for the start of the game (cos crafting is good for gearing), and probably for classes with OP sets - but I still hold that when I can unlock the strongest set either way (aughilds) then it's sort of useless. Individual legendaries can be extremely strong.
Some classes are just more durable than others. If I had something like Haunt-Siphon, Zombie dogs Life Link+Ukhapian serpent (basicly, a Unity in itself) on my Wizard, I'd probably be able to do it without aswell. Our defensives just aren't that "beefy". Add that to not having wickedly overpowered sets like Jade Harvester + Quetzal + creeping death combo to shoot our damage to the skies.
I don't know a lot about crusaders, but generally, comparing a class with an inherent 30% reduc (and a focus on using shields + block to mitigate even further) to one that doesn't have it isn't exactly great.
All this discussion about how a few people on bnet decide not to use it because they prefer the 3pc cheese set bonus, is rather pointless imo. It's not like they're using Hellfire, which was the comparison in the OP.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
No offense at the lightning wiz but it just so happens that I managed to gamble a lightning SoJ and rolled a perfect +20 on my GG of Leoric signet as well as my strong arm bracer so I just go with the flow. Also, since they changed the Archon elemental dmg with the highest +elemental, it seems to work well for me. My setup is electrocute (lightning blast) + black hole (supermassive) OR meteor (lightning bind) + archon + spark flint + EA (prismatic) + Force Weapon. I also have a Ball of hate. http://us.battle.net/d3/en/profile/im2kul-1814/hero/9605564 for those who wants to see it.
Let me ask the question: Would you rather do the ubers for a Hellfire, or a RRoG?