1. I think act V does it's job well in telling the story of the game, so I don't think that the maps suck.
2. The monsters are no more annoying to me than those in Act IV.
3. Grift density is a bug that they are looking into addressing.
I hate anarchs when i am on my WD or Wizard...i dont mind them on my Monk, barb or sader..
Exarachs though are annoying as fuck on my melees and a breeze with my range.
As much as i dislike some of the Act 5 mobs i think they are perfect the way they are. BUT the act 2 mosquitoes need to go... had 3 packs of them each of them with horde affix...so many of those little bastards it was just ridiculous....
Noooooo, all those little flies carry copious amounts of gold...gold is so ... pretty...
Seriously I absolutely love prowling through that large cemetary screen in Act 5, love it! Love the act5 interaction in regular rifts and truthfully I can see where it might be a bit slower in Grifts but heck, either perservere, or upgrade and start over!
The fact is, that some of these mobs are highly unbalanced when you compare them to a zombie. This works well in campaign mode mode, where you ease in the difficulty, but not so much in a GR where the first level of the rift can be easy as taking candy from a baby, and the second trying to solve the world's food problems.
Progress in GRs shouldn't amount to "I didn't get hard monsters." That's simply asinine and undermines the idea that GRs test your gear and your skill.
I've said it in other threads, but I'll say it here too. My best GR27 clear time is ~10 minutes. I've failed GR25s because they're composed of Morlu Incinerators and Mallet Lords. It's OK for monsters to have different abilities and, therefore, varying degrees of difficulty, but that kind of discrepancy is simply too large. We don't need pinpoint equity here, we just need parity.
If I can clear GR27 in ~10 minutes, if I get Morlu Incinerators and Mallet Lords, I should still be able to clear GR27, maybe in 11.5 minutes, but I should still be able to clear it. I shouldn't be failing two levels lower because of them. That kind of difference in actual monster power is chasmic.
EDIT
What would be best would simply be if they categorized monsters as easy/medium/hard and only gave you one hard monster per rift level and two each easy and medium. Then you'd never get stuck with, say, Corrupted Angels *and* Morlu Incinerators *and* Mallet Lords, which does happen. Instead of nerfing monsters, simply limit the number of "will fuck your rift up to the point of frustration" monsters to one and that would probably clear up 90%+ of the problems people are seeing.
Grifts density definitely needs to be tuned better but i don't think it has anything to do with act 5 mobs...
I do feel like they can intoruce a limit on the amount of the same type of mob to appear as a pack in the same rift level.
Actually it does, a5 packs are harder so their packs are much smaller than other acts. Which makes completing a grift take twice as long.
Another problem is if you get jumpers or anarchs on the tunnel maps there is no place to go besides backwards. You cannot side step them and will get 1shot.
I did about 15 grifts yesterday and 85% of the time i was getting some form of a5. I went to normal rifts to get more trials and sure enough, i got an open map that allowed me to actually move sideways. Went back into the G's and tunnel city.
If you guys wanna real treat take on some terror demons with jailer 33+
What would be best would simply be if they categorized monsters as easy/medium/hard and only gave you one hard monster per rift level and two each easy and medium. Then you'd never get stuck with, say, Corrupted Angels *and* Morlu Incinerators *and* Mallet Lords, which does happen. Instead of nerfing monsters, simply limit the number of "will fuck your rift up to the point of frustration" monsters to one and that would probably clear up 90%+ of the problems people are seeing.
Or just do another pass over the XP values for different mob types. Since the progress bar is now apparently driven by mob XP value .. if certain types are making rifts ridiculously harder, then those types should be worth more XP. That would not only ease the rift problems, but would also be better and fairer for general gameplay in the Acts where those monsters appear.
Or just do another pass over the XP values for different mob types. Since the progress bar is now apparently driven by mob XP value .. if certain types are making rifts ridiculously harder, then those types should be worth more XP. That would not only ease the rift problems, but would also be better and fairer for general gameplay in the Acts where those monsters appear.
The amount they'd have to increase the XP gains from, say Morlu Incinerators, to compensate for how much longer it takes (petdoctors in particular) to kill them would completely "break" the game for builds that don't suffer from the same problems (M6 DH, for example).
Napkin math here. A "normal" T6 elite pack (not extra health, not horde, no electrified, fairly easy to cluster up, no insane monster-specific abilities like Morlu Incinerators and such) takes me roughly 10-15s to kill. Morlu Incinerator elite packs on T6 can, and have, taken me in excess of 2 minutes to kill. Let's just say 90s to be fair. That means Morlu Incinerators would have to grant 6-9x as much XP as a "normal" monster to remain competitive in terms of how quickly they fill the rift bar.
They surely could do that, but it would also mean that M6 DHs, in particular, would "win" by getting Morlu Incinerator rifts because they don't take 6-9x as long to kill them. So either the bonus XP is going to be high enough that it evens things out for WDs, but then makes Morlu Incinerators the "must have" monster for DHs to get better GR results, or it won't be high enough and WDs still won't want to encounter them because the XP/time is not worth it.
It would VERY MUCH help to isolate the problem if they'd just group monsters into difficulties and not give us rifts with lots of "hard" monsters. I could probably slog through a Morlu Incinerator rift, but nine times out of ten a Morlu Incinerator rift also means Terror Demons, Mallet Lords, or Corrupted Angels which takes "could probably slog through" and turns it into "why even try?" It's the same with A5 monsters. Anarchs by themselves might make things harder, but Anarchs + Exarchs + Executioners + Winged Assassins + worm things makes it feel more like RNG just took a giant shit on me.
If we were less likely to get 2+ "hard" monsters all lumped in together the perceived difficulty of each individual monster would decrease and there would be less overall balance necessary.
TL;DR
Not every "hard" monster is "hard" for every class or every spec, so simply buffing XP given would then give other classes/specs a significantly easier time clearing rift levels with the buffed monsters. Better RNG when populating the rifts would solve most of the problems at hand. Therefore, the problem should be addressed, first, from that perspective and then fine-tuned by other means.
It's obvious that certain monster combinations are tougher, but I suspect Blizzard already knew that. The question is, by how much? In what combinations? For which classes/specs?
But given things Blizzard themselves have already said, GRifts really are looking like (amongst other things) a carefully designed in-game data-gathering tool so they can tune specs, classes and monsters. I'd be amazed if they weren't recording which monsters are generated for each rift, and correlating that with player success... so (with any luck) they'll be in a very good position to smooth out the difficulty spikes in time for season 2. They'd better... higher GRifts are enough of a challenge to get to without starting each one with a pass/fail diceroll.
indeed, winged assains and angels can go die in a fire.. a 30GR with act5 mobs is harder then a 33Gr with act1 mobs.. and dont get me started on those fucking worms...
its not rly that they are difficult that bothers me, but the randomness of it. If progress in GR is determined more by rng then gear/skill then it kinda defeats the purpuse of GR altogether..
I'd love to see an elite pack where the pack itself was random, as in three different "act" mobs in the one pack. Some crazy synergy might pop up that way, and the random would really take off. Groups of minions where no two were alike as it were. Fun stuff. Probably a programming nightmare but a guy can dream, no?
EDIT
What would be best would simply be if they categorized monsters as easy/medium/hard and only gave you one hard monster per rift level and two each easy and medium. Then you'd never get stuck with, say, Corrupted Angels *and* Morlu Incinerators *and* Mallet Lords, which does happen. Instead of nerfing monsters, simply limit the number of "will fuck your rift up to the point of frustration" monsters to one and that would probably clear up 90%+ of the problems people are seeing.
Agreed. They already essentially did this for monster affixes - there is a list that includes Frozen, Arcane, etc. and they're only able to pull two or three affixes from the list.
let me just understand this correctly, you guys are mad that some mobs actually provide a little "competition" and dosent just get smashed ?
i vote for removing thoose act 2 "flies" that shoot flies
The biggest discussion really, is the fact that, in GR's, most of the A5 mobs have mechanics that are difficult to avoid or even unavoidable. This gets dangerous in higher GR's, causing a BIG discrepancy between clear times. When you add an element of competition to a game, and also maintain a strong element of RNG, this can cause frustration.
The mobs themselves are fine, there should be different abilities to look out for and adapt to. It's just ever so more difficult when it gets unavoidable and will one-shot you. That's the gripe most people have when getting A5 mobs in stead of A1, A2 and A3 mobs. A4 is also a big concern I feel, due to the fact that Corruped Angels are pretty much unkillable for single element builds, charge from off-screen and can go off-platform. Morlu Incinerators literally incinerate pets at higher GR's, disabling entire builds. Mallet lords will one shot virtually anyone, unless you can perma-stun them.
The fact is, that some of these mobs are highly unbalanced when you compare them to a zombie. This works well in campaign mode mode, where you ease in the difficulty, but not so much in a GR where the first level of the rift can be easy as taking candy from a baby, and the second trying to solve the world's food problems.
Back to topic:
I personally very much enjoyed the story of A5 on it's own. It's beatifully made, music is stunning and the Crusader is a pretty cool class to play.
The mobs themselves are very interresting, but, as stated, highly unbalanced to get in GR's. I wouldn't mind if they gave zombies some abilities in rifts as well, to just make it a bit more even, in stead of nerfing the A5 mobs. That way, you still have to think about not getting hit, whilst not having to worry about not getting A4/A5 mobs.
This all day long.
Anarchs in GR 35+ are oneshots w/o a passive that saves you from killing blows. Jail too. I hate that jail does damage.
I don't mind having mobs that are really hard to kill as long as they scale in their % complete kill value. For example, Corrupted Angels with the extra health, health link affix should take you to 100% complete once you kill the pack. (Not really, but they need to give more.)
Why i get these mobs/maps on every other grift is beyone me. Its pure trash and the game would be a hell of a lot better with act 5 maps/monsters.
Tunnel maps with low density suck, i shouldnt be failing on the 6th floor due to time.
Good luck to all, rant over
2. The monsters are no more annoying to me than those in Act IV.
3. Grift density is a bug that they are looking into addressing.
I do feel like they can intoruce a limit on the amount of the same type of mob to appear as a pack in the same rift level.
Exarachs though are annoying as fuck on my melees and a breeze with my range.
As much as i dislike some of the Act 5 mobs i think they are perfect the way they are. BUT the act 2 mosquitoes need to go... had 3 packs of them each of them with horde affix...so many of those little bastards it was just ridiculous....
get some Raid up in here and remove those...
Seriously I absolutely love prowling through that large cemetary screen in Act 5, love it! Love the act5 interaction in regular rifts and truthfully I can see where it might be a bit slower in Grifts but heck, either perservere, or upgrade and start over!
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I've said it in other threads, but I'll say it here too. My best GR27 clear time is ~10 minutes. I've failed GR25s because they're composed of Morlu Incinerators and Mallet Lords. It's OK for monsters to have different abilities and, therefore, varying degrees of difficulty, but that kind of discrepancy is simply too large. We don't need pinpoint equity here, we just need parity.
If I can clear GR27 in ~10 minutes, if I get Morlu Incinerators and Mallet Lords, I should still be able to clear GR27, maybe in 11.5 minutes, but I should still be able to clear it. I shouldn't be failing two levels lower because of them. That kind of difference in actual monster power is chasmic.
EDIT
What would be best would simply be if they categorized monsters as easy/medium/hard and only gave you one hard monster per rift level and two each easy and medium. Then you'd never get stuck with, say, Corrupted Angels *and* Morlu Incinerators *and* Mallet Lords, which does happen. Instead of nerfing monsters, simply limit the number of "will fuck your rift up to the point of frustration" monsters to one and that would probably clear up 90%+ of the problems people are seeing.
Another problem is if you get jumpers or anarchs on the tunnel maps there is no place to go besides backwards. You cannot side step them and will get 1shot.
I did about 15 grifts yesterday and 85% of the time i was getting some form of a5. I went to normal rifts to get more trials and sure enough, i got an open map that allowed me to actually move sideways. Went back into the G's and tunnel city.
If you guys wanna real treat take on some terror demons with jailer 33+
Napkin math here. A "normal" T6 elite pack (not extra health, not horde, no electrified, fairly easy to cluster up, no insane monster-specific abilities like Morlu Incinerators and such) takes me roughly 10-15s to kill. Morlu Incinerator elite packs on T6 can, and have, taken me in excess of 2 minutes to kill. Let's just say 90s to be fair. That means Morlu Incinerators would have to grant 6-9x as much XP as a "normal" monster to remain competitive in terms of how quickly they fill the rift bar.
They surely could do that, but it would also mean that M6 DHs, in particular, would "win" by getting Morlu Incinerator rifts because they don't take 6-9x as long to kill them. So either the bonus XP is going to be high enough that it evens things out for WDs, but then makes Morlu Incinerators the "must have" monster for DHs to get better GR results, or it won't be high enough and WDs still won't want to encounter them because the XP/time is not worth it.
It would VERY MUCH help to isolate the problem if they'd just group monsters into difficulties and not give us rifts with lots of "hard" monsters. I could probably slog through a Morlu Incinerator rift, but nine times out of ten a Morlu Incinerator rift also means Terror Demons, Mallet Lords, or Corrupted Angels which takes "could probably slog through" and turns it into "why even try?" It's the same with A5 monsters. Anarchs by themselves might make things harder, but Anarchs + Exarchs + Executioners + Winged Assassins + worm things makes it feel more like RNG just took a giant shit on me.
If we were less likely to get 2+ "hard" monsters all lumped in together the perceived difficulty of each individual monster would decrease and there would be less overall balance necessary.
TL;DR
Not every "hard" monster is "hard" for every class or every spec, so simply buffing XP given would then give other classes/specs a significantly easier time clearing rift levels with the buffed monsters. Better RNG when populating the rifts would solve most of the problems at hand. Therefore, the problem should be addressed, first, from that perspective and then fine-tuned by other means.
But given things Blizzard themselves have already said, GRifts really are looking like (amongst other things) a carefully designed in-game data-gathering tool so they can tune specs, classes and monsters. I'd be amazed if they weren't recording which monsters are generated for each rift, and correlating that with player success... so (with any luck) they'll be in a very good position to smooth out the difficulty spikes in time for season 2. They'd better... higher GRifts are enough of a challenge to get to without starting each one with a pass/fail diceroll.
its not rly that they are difficult that bothers me, but the randomness of it. If progress in GR is determined more by rng then gear/skill then it kinda defeats the purpuse of GR altogether..
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What? Me worry?
Anarchs in GR 35+ are oneshots w/o a passive that saves you from killing blows. Jail too. I hate that jail does damage.