Whether we like to admit it or not, RiF has become a bit of a problem. Just look around at the official forums and you will find people debating if it is right or wrong, good or bad, smart or an exploit. A lot of people are asking for RiF to be completely removed from the game with a big nerf, myself I believe that RiF brings some a cool community aspect to the game that I'd like to preserve.
The Problem:
At its core, Diablo 3 is a game about killing monsters and getting loot; Rift it Forward circunvents a lot of the monster killing needed to achieve our goals of godly equipment and high paragon levels. Rift it Forward allows players to earn Torment VI rewards without being properly geared for it. You don't even have to be able to kill a Rift Guardian to reap the rewards, all you have to do is enter a game with good timing and you can walk out unscathed and with some extra goodies.
Rift it Forward is easily the most efficient way to farm loot, this means that droprates are likely being balanced around it. Even if it's not a consideration for the dev team, its sheer popularity will have a definitive effect on the communities perception. If most people do RiF and are happy with their legendaries/hour, they won't complain even when the drop rates could be low for those who play the game normally.
Carrying people has always been a part of the game, but when you have people on your back then things should be harder, there's no added difficulty on getting a boss to 20% before letting everyone join in to deliver the killing blow.
The Solution:
The solution is super simple, kill the game breaking aspects of RiF and try to retain the most of its community core and optimization of resources. If you can buff the rewards from actually doing the entire Rift that's even better because now there will be more Rift runners you can join and support.
Buffs:
Add a small Magic Find buff based on how long you’ve been on a game: with a short cap, it would encourage playing rather than camping chat.
Give players additional Blood Shards as they progress through the Nephalem Rifts: Give them shards at certain completion %'s so running the entire rift is more worthwhile.
Fixes:
Make the Rift Guardian a Legit Boss: Instead of RG's being big elites, turn them into full on event bosses. When you hit 100% instead of the boss spawning nearby, a portal would spawn nearby. Entering the portal would be like fighting any event boss with no respawning and on new players joining the battle. If you want to RiF then you all have to fight the boss from 100%. You can even tie the Rift closing experience to finishing the boss event, this way you only get the experience if you stay alive. Maybe then people would play and progress through the difficulties and the game will last them longer.
Not only would this fix the exploitable part of RiF but it would also make the rift guardian encounters feel a bit more epic.
Those are just a few of my thoughts on the subject matter, I did a full article with a much more detailed analysis at Diablo.Blizzpro.com
I'll leave you the link below for reference, a mod can remove it if they feel it is not appropiate. http://diablo.blizzpro.com/2014/06/04/big-2014-rift-foward-debate/
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Diablo Player and theorycrafter, also editor at BlizzPro.com
Rifting It Forward leeching sacrifices several things:
Random legendary drops, since you're no longer clearing rifts.
Playing with friends since you can't exactly all join a runner's group. If you are running, you are restricted to 3 party members.
Variety. Rift it Forward does get old after a while.
It's just another way to play the game and Blizzard has already acknowledged it. I don't expect them to change anything because of it. It's harmless and carries its own drawbacks. What really sucks is the bot that automatically requests invites, since that ruins it for the rest of us.
Rifting It Forward leeching sacrifices several things:
Random legendary drops, since you're no longer clearing rifts.
Playing with friends since you can't exactly all join a runner's group. If you are running, you are restricted to 3 party members.
Variety. Rift it Forward does get old after a while.
It's just another way to play the game and Blizzard has already acknowledged it. I don't expect them to change anything because of it. It's harmless and carries its own drawbacks. What really sucks is the bot that automatically requests invites, since that ruins it for the rest of us.
A new player with 0 gear wouldn't be able to clear a T6 rift by himself, he wouldn't be sacrificing T6 random drops, he'd be sacrificing Hard difficulty drops. That's what causes the imbalance.
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Diablo Player and theorycrafter, also editor at BlizzPro.com
RiF was subject in the anniversary stream, and I can only echo what the devs said:
It's not an issue. You sacrifice too much.
I've done RiF extensively on both sides - as a runner (mostly in groups of 2 or 3 and then invite someone to save rift keys) and leecher (tried to get some set pieces and earned about 10k shards for very few rift key fragments - yeah, I got super lucky, but Kadala didn't give me a single set item so I guess I paid my debt). My conclusion is the same as that of the devs: RiF is nothing Blizzard has to worry about. Running rifts in a well-geared T6 group is much much better in terms of overall legendaries, gold, and XP than rifting it forward. It only allows you to earn a ridiculous amount of blood shards, but if you're unlucky you can easily spend 10 minutes in a channel and not getting an invite or run out of keys quite fast (I once joined a rift with the other three guys being average level 630; GG).
The game is not designed around RiF and will not be designed around RiF, hence there's no need to act (or "overreact"). People might get carried in T6 RiF groups - so what? They're likely to pay the price because those people usually don't get the invite for free, and even if they do, they can get the same within their clan. We occasionally take some low level geared guys in our T6 rift runs. (Well, let's be honest, as soon as a pull monk and a jade WD meet in a T6 group everyone else is gonna get carried anyways; but that's a different topic.)
Well put. Never personally considered it a problem, because as it stands- there's no actual competition in the game. People are choosing to farm Rift Keys then get free Rift boss kills through a clever "Rift it Forward" community system for each other, which I personally find amazing and helpful. It's hard to bash something that's so purely friendly. A nerf at this point would be uncalled for, that would be taking away an aspect of the game that people created for themselves and ENJOY.
That being said, when the competition arrives (Tiered Rifts), it may become a problem THEN. Because then we'll have ladders and such to match how well people can do a Rift, but it doesn't really work if everyone's cheating the Rift and being carried through the gearing aspect. That is, if people continue to pursue the RIF system within the Ladders. I imagine they're working on a feature to undermine RIF in Ladders (and probably the entire game as a result) in order to finally implement real competition in the game, and sadly as a result it may be a feature that will inevitably be undermined and fully removed.
One must consider how RIF would play out in Ladder Seasons within the current implementation.
Step 1: Choose and create a character.
Step 2: Find someone to carry you if you're late, or find a group to level with.
Step 3: Hit 70, farm gear in whatever difficulty is appropriate; gather rift keys and gold; optimize gear for Rifts and higher difficulties
.. and here's where it begins to look a bit funny...
"optimize gear for Rifts" translates to "Find someone capable of Rifting at a high tier already, or if you are that someone get someone else to open the Rifts for you."
Which becomes an unimplemented, chat related, and community driven aspect of the game.
The CORE aspect of the game, the CORE competition that now exists in the game, exists entirely within a chat community system. If you don't do RIF, you lose. So now suddenly, EVERYONE (who wishes to compete) is forced into not actually playing the game most of the time in the sense that it's actually supposed to be played.
Solution to THAT? Either complete removal of RIF (through direct nerf), or a form of real in-game implementation that supports it. Either are fine by me. (Though the latter can be likened to the Dungeon Finder system that was introduced in World of Warcraft, simplifying the game for everyone perhaps a bit too much, and removing the community aspect again as well.) It's funny how life works. Regardless, someone has to lose in this debate... and it entirely comes down to how the developers want their Competitive Scene to play out.
Edit: For the record, I've never done RIF and probably never actually will (which if it remains an aspect of the game in it's current state, would ruin the Ladder system entirely for me). But in the glorified Practice Mode we call Softcore, I enjoy some Single Player Role Playing, which would be defined as giving my character a pre-defined role (Ice Mage) and forcing myself to follow my own predetermined rules and try to make it to T6 by myself. Game becomes more interesting for me personally if I create my own challenges, because look at this game; there's absolutely no properly developed mechanic to actually challenge and reward you accordingly. (Like the Skulls system in the Halo series) Imagine if it was an actual option upon character creation, like Hardcore... if only Hardcore mode wasn't broken.
RiF was subject in the anniversary stream, and I can only echo what the devs said:
It's not an issue. You sacrifice too much.
I've done RiF extensively on both sides - as a runner (mostly in groups of 2 or 3 and then invite someone to save rift keys) and leecher (tried to get some set pieces and earned about 10k shards for very few rift key fragments - yeah, I got super lucky, but Kadala didn't give me a single set item so I guess I paid my debt). My conclusion is the same as that of the devs: RiF is nothing Blizzard has to worry about. Running rifts in a well-geared T6 group is much much better in terms of overall legendaries, gold, and XP than rifting it forward. It only allows you to earn a ridiculous amount of blood shards, but if you're unlucky you can easily spend 10 minutes in a channel and not getting an invite or run out of keys quite fast (I once joined a rift with the other three guys being average level 630; GG).
The game is not designed around RiF and will not be designed around RiF, hence there's no need to act (or "overreact"). People might get carried in T6 RiF groups - so what? They're likely to pay the price because those people usually don't get the invite for free, and even if they do, they can get the same within their clan. We occasionally take some low level geared guys in our T6 rift runs. (Well, let's be honest, as soon as a pull monk and a jade WD meet in a T6 group everyone else is gonna get carried anyways; but that's a different topic.)
You only sacrifice too much if you are not trying to optimize it or if you aren't approaching it proper. Imagine someone that's working on something important, he couldn't do entire rifts but he might be able to find enough time to take a look at the chat every now and then and see if you get lucky.
If the devs found no problem with it is because they haven't looked at the finer print on it, as of right now it isn't much of an issue but as Visko said, ladder will change things. Plus, as I put on the original topic I'm not proposing much of a nerf. I'm actually encouraging this mechanic by providing benefits to the runners while removing thet broken part of it, joining to kill a boss that's on low health already.
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Diablo Player and theorycrafter, also editor at BlizzPro.com
To me, this comes under the "it doesn't effect you, so why do you care" category. The game isn't and will never be balanced around it and as many have said as soon as you get gear for efficiently farming T3+ Rifts being a joiner in RiF will give u wayyyy less loot than actually running rifts yourself, and getting t3+ geared these days takes what 12hrs played time of being lv 70, if that?Sometimes I like to chill and just join RiF while I watch TV, sometimes I cba to run bounties so like to be a runner in RiF... I simply see no negative to it's existence...
That being said when the ladders roll out I do see issues with streamers being fed rift bosses like how Kongor got fed cursed chests pre-ros and this will cause the "competition" to be greatly skewed in there favor as they will likely average 3 rift bosses/min and I expect these few people to be T6-Ready and Paragon 250+ within the first week of the new ladder. Sadly this issue isn't so much caused by the RiF system as it is simply that if you have thousands of people willing help a player and that player also plays 12hrs/day they are going to be leaps and bounds ahead of everyone else and that is why true PvE competition can never really work in the form they are offering....
A new player with 0 gear wouldn't be able to clear a T6 rift by himself, he wouldn't be sacrificing T6 random drops, he'd be sacrificing Hard difficulty drops. That's what causes the imbalance.
There is no such thing like T6 drops
The rifter gets free keys and loot from whole rift
the joiner gets ONLY blood shards + rng loots
how is this gamebreaking? they both have + from doing that
T6 has a higher droprate than other difficulties, you also get a lot more shards. You are much more likely to get Legendaries and Sets by doing T6 RiF that you would get by running Hard, Master or whatever you can achieve with leveling gear.
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Diablo Player and theorycrafter, also editor at BlizzPro.com
Why do you care, I think Blizzard is fine with RiF..You still need rift fragments and you have to farm them by killing monsters so there..problem solved.
Why do you care, I think Blizzard is fine with RiF..You still need rift fragments and you have to farm them by killing monsters so there..problem solved.
But you have to ask yourself, do you think it's responsible to balance and set up a Ladder system that depends on RIF to be successful? Currently it's not an issue, that I can agree on and in fact, in Softcore, it should never BE an issue or care for anyone. Hardcore has always been broken, so honestly that doesn't even matter until they decide they actually care enough to build a game around Hardcore too. So we have what's coming next, Ladder/Seasons. Personally I do think it needs to be "nerfed" for Ladders. It shouldn't be possible, but as a result with Lazy Design, they'll probably just lay out the flat changes across the board (if they decide to remove the ability to RIF). So, knowing what to expect from Blizzard we should expect one of two things in the next patch:
1. Diablo Ladder system is dictated by things like RIF (among other persistent things like Clans having obvious advantages, people working together to glorify a single person) and everyone continues to enjoy standard Softcore (if people even still end up doing it as much)
2. No more RIF. Ladder is now strictly dictated by people excelling through concerted efforts (another perceivable problem) and everyone else in Softcore goes back to playing the game the longer/drawn out way and the developers (or people making decisions) will adjust 'gear acquire times' and difficulty based on the wealth of complaining in the forums, and their own personal preferences.
We can argue what we prefer. We can... attempt to argue what's "proper" (Hint: No 100% Good solution, must choose BEST POSSIBLE solution). But in the end, I think we know what we can likely expect. I'd imagine it'll be nerfed in some way such as Rift bosses are now entered events like normal bosses (except you can revive) and if you die in the fight at any point you're no longer "guaranteed" blood shards and excellent loot. Players only get one shot to kill him. (typically not a problem, unless you're undergeared or trying to cheat! or testing your limits; which to me aren't problems) Only seems appropriate in a scored competitive environment. Otherwise they probably should just give up on the Tiered Rift system because I'm sure this would ruin the true competitive spirit of it entirely. I can only imagine the hundreds of posts per day complaining about how people are cheating the system to get ahead in the Ladder.
Edit: Forgot to mention botting, botting will be an obvious challenge in the success of the Ladder system. Once you begin looking at all these problems... it starts to make sense why it takes so long for these things to get developed. If only they had someone on the team who could accurately foresee most (if not all) of the problems and concerns regarding most of the changes and fixes they work effortlessly on to apply. No one's perfect, some people suffer more shortsightedness than others in this regard... so I guess we can only hope for the best... or hope someone's listening so they don't make these (what I hope would be obvious) mistakes.
Quote from DannieRay23 I'm actually encouraging this mechanic by providing benefits to the runners while removing thet broken part of it, joining to kill a boss that's on low health already.
It kinda sorta sux that you get a say in what I do in my own bedroom.
The only reason people like blood shards so much, is it's MUCH easier to target one particular slot. This does not hurt the "average player" Unless in direct response blizzard nerfs kadala.... which DOES Impact your gameplay.
It kinda sorta sux that you get a say in what I do in my own bedroom.
Jus sayin.
I don't fully agree with OP, but this is an online game... meaning that while you sit at a computer in your bedroom, you are playing on a server.
So that whole "privacy of my own bedroom" doesn't really apply and, frankly, is a terrible argument.
I mean unless you've found a copy of the fabled offline D3... in which case, please let us know.
Quote from Limdul 1 person farms rifts to gear up while the other farms bounties for keys? Seems fine to me..
What I think needs fixing is normal mode cache(and thereby rift key) split farming... now THAT is a bit odd.
You are correct.
Josh said during beta that they didn't like split farming. Then he rolled over on it, probably because Kongor threatened to quit .... because, you know, that would hurt his ability to have OTHER PEOPLE level his characters for him.
Quote from Niddro How will this be when leaderboards are introduced? I'm guessing the people on top of the boards will be the real dedicated players and not the leechers so I guess no harm done, right?
That's the real question and we won't know until it happens.
My guess is that if RiF provides some kind of clear-cut advantage (particularly leeching, not running) then they'll do something. Until then, though, I wouldn't hold my breath. But if all the top people are just doing RiF that basically makes it "mandatory" to compete on seasons... and I doubt Blizzard will have that. You know, just like how they're probably monitoring what methods the top people on DiabloProgress are using for XP.... to see if they like it or not.
The OPs complain that the imbalance is that a low level (paragon) could farm t6 is completely bogus. It Is just not the same thing. If RIF didn't exist, a low level player could also join a group of well geared players and just collect loot even if the character was completely naked. Except with RIF, you get even worse loot. You get 1 rift guard drop per RIF and 100 shards. That is, of course, if you even get into a T6 RIF which btw, is NOT easy to get. But after that nothing. You just get that. Okay so lets just say the guy is getting lucky, in an hour he is able to catch 10 t6 rift guards. He will get maybe 1 legend drop from the RGs themselves, then he has 1000 shards to play with. WHO CARES. When I run t6, my friends and I that ARE geared can finish anywhere from 6-10 rifts per hour depending on the class selections. With some of those rifts dropping 0 legs (but always gaurenteeing me 100 shards) and some of the rifts dropping me all the way up to 9 legs. RIF is not more efficient than actually farming torment 6 with a decent group.
Those examples are in optimal conditions. If you spend anytime in the RIF chat on America, you will see some people complaining that haven't gotten into a rift for the guardian kill in over 15 minutes. IT isn't that efficient or reliable. It is a kind of nice way to get shards for gambling, but it certainly isn't more efficient than actually doing T6. Therefore, it remains as is because it doesn't even matter.
So much bitching about something so trivial, just play the damn game, if you don't like the way and methods that the community plays it, dont be a part of it and play it your way, or better yet, leave.
I have to agree. I don't RiF, never have and never will. My clan mates seem to enjoy it, and I'm glad they find it enjoyable. I'm more of an 'ol fashioned clog, but I'm not one to project my playstyle on to others.
The Problem:
At its core, Diablo 3 is a game about killing monsters and getting loot; Rift it Forward circunvents a lot of the monster killing needed to achieve our goals of godly equipment and high paragon levels. Rift it Forward allows players to earn Torment VI rewards without being properly geared for it. You don't even have to be able to kill a Rift Guardian to reap the rewards, all you have to do is enter a game with good timing and you can walk out unscathed and with some extra goodies.
Rift it Forward is easily the most efficient way to farm loot, this means that droprates are likely being balanced around it. Even if it's not a consideration for the dev team, its sheer popularity will have a definitive effect on the communities perception. If most people do RiF and are happy with their legendaries/hour, they won't complain even when the drop rates could be low for those who play the game normally.
Carrying people has always been a part of the game, but when you have people on your back then things should be harder, there's no added difficulty on getting a boss to 20% before letting everyone join in to deliver the killing blow.
The Solution:
The solution is super simple, kill the game breaking aspects of RiF and try to retain the most of its community core and optimization of resources. If you can buff the rewards from actually doing the entire Rift that's even better because now there will be more Rift runners you can join and support.
Buffs:
Add a small Magic Find buff based on how long you’ve been on a game: with a short cap, it would encourage playing rather than camping chat.
Give players additional Blood Shards as they progress through the Nephalem Rifts: Give them shards at certain completion %'s so running the entire rift is more worthwhile.
Fixes:
Make the Rift Guardian a Legit Boss: Instead of RG's being big elites, turn them into full on event bosses. When you hit 100% instead of the boss spawning nearby, a portal would spawn nearby. Entering the portal would be like fighting any event boss with no respawning and on new players joining the battle. If you want to RiF then you all have to fight the boss from 100%. You can even tie the Rift closing experience to finishing the boss event, this way you only get the experience if you stay alive. Maybe then people would play and progress through the difficulties and the game will last them longer.
Not only would this fix the exploitable part of RiF but it would also make the rift guardian encounters feel a bit more epic.
Those are just a few of my thoughts on the subject matter, I did a full article with a much more detailed analysis at Diablo.Blizzpro.com
I'll leave you the link below for reference, a mod can remove it if they feel it is not appropiate.
http://diablo.blizzpro.com/2014/06/04/big-2014-rift-foward-debate/
Random legendary drops, since you're no longer clearing rifts.
Playing with friends since you can't exactly all join a runner's group. If you are running, you are restricted to 3 party members.
Variety. Rift it Forward does get old after a while.
It's just another way to play the game and Blizzard has already acknowledged it. I don't expect them to change anything because of it. It's harmless and carries its own drawbacks. What really sucks is the bot that automatically requests invites, since that ruins it for the rest of us.
RiF was subject in the anniversary stream, and I can only echo what the devs said:
It's not an issue. You sacrifice too much.
I've done RiF extensively on both sides - as a runner (mostly in groups of 2 or 3 and then invite someone to save rift keys) and leecher (tried to get some set pieces and earned about 10k shards for very few rift key fragments - yeah, I got super lucky, but Kadala didn't give me a single set item so I guess I paid my debt). My conclusion is the same as that of the devs: RiF is nothing Blizzard has to worry about. Running rifts in a well-geared T6 group is much much better in terms of overall legendaries, gold, and XP than rifting it forward. It only allows you to earn a ridiculous amount of blood shards, but if you're unlucky you can easily spend 10 minutes in a channel and not getting an invite or run out of keys quite fast (I once joined a rift with the other three guys being average level 630; GG).
The game is not designed around RiF and will not be designed around RiF, hence there's no need to act (or "overreact"). People might get carried in T6 RiF groups - so what? They're likely to pay the price because those people usually don't get the invite for free, and even if they do, they can get the same within their clan. We occasionally take some low level geared guys in our T6 rift runs. (Well, let's be honest, as soon as a pull monk and a jade WD meet in a T6 group everyone else is gonna get carried anyways; but that's a different topic.)
That being said, when the competition arrives (Tiered Rifts), it may become a problem THEN. Because then we'll have ladders and such to match how well people can do a Rift, but it doesn't really work if everyone's cheating the Rift and being carried through the gearing aspect. That is, if people continue to pursue the RIF system within the Ladders. I imagine they're working on a feature to undermine RIF in Ladders (and probably the entire game as a result) in order to finally implement real competition in the game, and sadly as a result it may be a feature that will inevitably be undermined and fully removed.
One must consider how RIF would play out in Ladder Seasons within the current implementation.
Step 1: Choose and create a character.
Step 2: Find someone to carry you if you're late, or find a group to level with.
Step 3: Hit 70, farm gear in whatever difficulty is appropriate; gather rift keys and gold; optimize gear for Rifts and higher difficulties
.. and here's where it begins to look a bit funny...
"optimize gear for Rifts" translates to "Find someone capable of Rifting at a high tier already, or if you are that someone get someone else to open the Rifts for you."
Which becomes an unimplemented, chat related, and community driven aspect of the game.
The CORE aspect of the game, the CORE competition that now exists in the game, exists entirely within a chat community system. If you don't do RIF, you lose. So now suddenly, EVERYONE (who wishes to compete) is forced into not actually playing the game most of the time in the sense that it's actually supposed to be played.
Solution to THAT? Either complete removal of RIF (through direct nerf), or a form of real in-game implementation that supports it. Either are fine by me. (Though the latter can be likened to the Dungeon Finder system that was introduced in World of Warcraft, simplifying the game for everyone perhaps a bit too much, and removing the community aspect again as well.) It's funny how life works. Regardless, someone has to lose in this debate... and it entirely comes down to how the developers want their Competitive Scene to play out.
Edit: For the record, I've never done RIF and probably never actually will (which if it remains an aspect of the game in it's current state, would ruin the Ladder system entirely for me). But in the glorified Practice Mode we call Softcore, I enjoy some Single Player Role Playing, which would be defined as giving my character a pre-defined role (Ice Mage) and forcing myself to follow my own predetermined rules and try to make it to T6 by myself. Game becomes more interesting for me personally if I create my own challenges, because look at this game; there's absolutely no properly developed mechanic to actually challenge and reward you accordingly. (Like the Skulls system in the Halo series) Imagine if it was an actual option upon character creation, like Hardcore... if only Hardcore mode wasn't broken.
If the devs found no problem with it is because they haven't looked at the finer print on it, as of right now it isn't much of an issue but as Visko said, ladder will change things. Plus, as I put on the original topic I'm not proposing much of a nerf. I'm actually encouraging this mechanic by providing benefits to the runners while removing thet broken part of it, joining to kill a boss that's on low health already.
That being said when the ladders roll out I do see issues with streamers being fed rift bosses like how Kongor got fed cursed chests pre-ros and this will cause the "competition" to be greatly skewed in there favor as they will likely average 3 rift bosses/min and I expect these few people to be T6-Ready and Paragon 250+ within the first week of the new ladder. Sadly this issue isn't so much caused by the RiF system as it is simply that if you have thousands of people willing help a player and that player also plays 12hrs/day they are going to be leaps and bounds ahead of everyone else and that is why true PvE competition can never really work in the form they are offering....
1. Diablo Ladder system is dictated by things like RIF (among other persistent things like Clans having obvious advantages, people working together to glorify a single person) and everyone continues to enjoy standard Softcore (if people even still end up doing it as much)
2. No more RIF. Ladder is now strictly dictated by people excelling through concerted efforts (another perceivable problem) and everyone else in Softcore goes back to playing the game the longer/drawn out way and the developers (or people making decisions) will adjust 'gear acquire times' and difficulty based on the wealth of complaining in the forums, and their own personal preferences.
We can argue what we prefer. We can... attempt to argue what's "proper" (Hint: No 100% Good solution, must choose BEST POSSIBLE solution). But in the end, I think we know what we can likely expect. I'd imagine it'll be nerfed in some way such as Rift bosses are now entered events like normal bosses (except you can revive) and if you die in the fight at any point you're no longer "guaranteed" blood shards and excellent loot. Players only get one shot to kill him. (typically not a problem, unless you're undergeared or trying to cheat! or testing your limits; which to me aren't problems) Only seems appropriate in a scored competitive environment. Otherwise they probably should just give up on the Tiered Rift system because I'm sure this would ruin the true competitive spirit of it entirely. I can only imagine the hundreds of posts per day complaining about how people are cheating the system to get ahead in the Ladder.
Edit: Forgot to mention botting, botting will be an obvious challenge in the success of the Ladder system. Once you begin looking at all these problems... it starts to make sense why it takes so long for these things to get developed. If only they had someone on the team who could accurately foresee most (if not all) of the problems and concerns regarding most of the changes and fixes they work effortlessly on to apply. No one's perfect, some people suffer more shortsightedness than others in this regard... so I guess we can only hope for the best... or hope someone's listening so they don't make these (what I hope would be obvious) mistakes.
Tell me..
Why is there a problem with a community of players working together?
Jus sayin.
What I think needs fixing is normal mode cache(and thereby rift key) split farming... now THAT is a bit odd.
So that whole "privacy of my own bedroom" doesn't really apply and, frankly, is a terrible argument.
I mean unless you've found a copy of the fabled offline D3... in which case, please let us know.
You are correct.
Josh said during beta that they didn't like split farming. Then he rolled over on it, probably because Kongor threatened to quit .... because, you know, that would hurt his ability to have OTHER PEOPLE level his characters for him.
That's the real question and we won't know until it happens.
My guess is that if RiF provides some kind of clear-cut advantage (particularly leeching, not running) then they'll do something. Until then, though, I wouldn't hold my breath. But if all the top people are just doing RiF that basically makes it "mandatory" to compete on seasons... and I doubt Blizzard will have that. You know, just like how they're probably monitoring what methods the top people on DiabloProgress are using for XP.... to see if they like it or not.
Time will tell.
Those examples are in optimal conditions. If you spend anytime in the RIF chat on America, you will see some people complaining that haven't gotten into a rift for the guardian kill in over 15 minutes. IT isn't that efficient or reliable. It is a kind of nice way to get shards for gambling, but it certainly isn't more efficient than actually doing T6. Therefore, it remains as is because it doesn't even matter.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Kadala leg rates gets tuned, and it hurts legitimate players when that tuning is based on exploited amounts of shards.