Is it just me? I've played my Crusader + Barb (i'm a melee fan) and they both have the same issue... From GR 36 - 40, I can get to the RG with ~8min to go and then i'll spend those 8min getting 1 - 2 hit killed by the RG over and over again, like up until that point I can stand in pretty much everything and barely have to pot but then I get to the guardian and I just fall over instantly and have to spend the next 10min trying to cheese it down.
I wouldn't mind if it were a challenge throughout the entire rift as it would just mean I need more toughness to survive it but when everything up to the rift boss is a cakewalk but then boss itself just one shots you it's frustrating... For instance, on GR38 I had 9min left to kill Blighter and if my ignore pain wasn't up on barb he would kill me in a single melee hit... If ignore pain was up, he would kill me in 2 hits. I ended up failing that rift, the boss took longer than getting the bar to 100%...
I haven't grifted above 30 on my barb as it's a rarely played alt, but I haven't had that problem on my crusader in grifts up to 39. I suspect your defenses may be too low but it is masked by the OP nature of the sets when dealing with trash and easier elites. Profile?
Just for reference, I can clear grift 39 pretty easy, just not in time, with my crusader. He's at 11M+ toughness and 1.1M sheet without AC.
Ive only cleared 40 on the barb but you need to use your unity, wotb (damage reduce) and call of ancients (shared damage). You can get the ignore pain belt+bracers and you can just frenzy them to death.
Ideally it should be plateauing somewhere north of T6, but well south of what it gets to around GR40.
Once it plateaus add mechanics to reward synergized group play and such. Things like enemies who try to kill pets (including Sentries, Hydras, Phalanx Avatars, etc). Enemies who target specifically weaker member of the group. Mechanics rewarding reflexes ("skillshot" enemies).
Jesus.
Those guys who play perma-freeze raekors and Stampede Crusaders (range), go full glass cannon (like 10-15mlns toughness) CC everything or range everything for entire rift and complain they got 1hitted when CC / Range is not working properly.
I had no issues with rift guardians before the patch on my 28mln toughness + double unity monk (without Epiphany ofcourse). (16k armor, 1,3 to 1,5k aress and 700k hp).
You are the reason why blizz is nerfing everything. People like you go with ~~10mln toughness and complain they get wrecked and then demand nerfs.
If you don;t go full glass cannon and use high throughput gear you can't clear past GR 40.
You're really not understanding the arguments here.
If you're effortlessly clearing "trah" (you know those blue and yellow packs that hit like trucks anyway and have billions of health) the RG shouldn't be brickwalling you.
There's a guy here who cleared a whatever rift with 10 minutes on the clock but couldn't kill the RG in the entire time left.
Nevermind that RGs are horridly balanced for melee (the entire game is though so par for the course) and the scaling system is lazy at best.
If someone specs only to kill trash asap and is not prepared for GRift fight, he should not complete the grift.
The perfect example can be Rimehart before the nerf. Thanks to it you could destroy, obliterate trash but still had to think about the guardian fight. Same with Explosive Palm - try to spec into EP and Seven-strike with auto EP, it can clear trash over gr45 within seconds but when it comes to fighting the guardian it just lacks the DPS.
If people goes raekor and Crowd Control packs all the time and they have nothing for single target (not enough HPS, and toughness), then they shouldn't complain about guardians.
I don't say that barbs don't lack single target damage, but rather than NERFING the guardians they should buff the single target damage. Ofcourse not to the point where Barbs can go completely mindless (pre nerf WW barb).
Take notice that OP is able to summon the guardian with 8 minutes left. If he drops 20% damage to gain some toughness he will be able to clear the entire grift. It's not like he struggles against trash. He is able to drop some DPS for toughness. HE does not complain about Damage but survivability.
Getting the toughness to not be one-shot in GR levels 40+ will cripple your ability to clear the rift, and by 50+ it doesn't matter if you're in a group either.
There's some room to argue where the dev's want players to be in GR progression. But the design is still horribly lazy and doesn't actually reflect player skill so much as how willing you are to bang your head against the wall for hours.
Keep in mind that he could be playing M6 DH doing GR 45+ with 3 mil toughness.
I know he could be playing M6, but he does not. It's not like someone forces you to roll melee instead of ranged. The sets are not balanced but that does not matter since the leaderboards are divided by class. If he wants to play barbarian or crusader he must reconsider not going full glass cannon because he is not DH or wizz.
Design is lazy, yes. I agree with that. But this discussion is not about design but 'nerfing the damage done by rift guardian because I'm 2 hitted while I'm not even trying to get some toughness'.
Solo leaderboards are divided by class. group is not.
4 M6 will essentially always outperform any other group (excepting new monk maybe). That's pretty unfair.
That being said part of redesigning rifts would be nerfing the damage. After a certain point "more damage" ceases to be an effective way to increase the difficulty.
RGs for barbs are just completely dumb. It makes not want to play my barb because you either: wear a resist ammy and pray RNG works in your favor or, you die over and over for ten damn minutes.....Blizz has made it pathetic.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I wouldn't mind if it were a challenge throughout the entire rift as it would just mean I need more toughness to survive it but when everything up to the rift boss is a cakewalk but then boss itself just one shots you it's frustrating... For instance, on GR38 I had 9min left to kill Blighter and if my ignore pain wasn't up on barb he would kill me in a single melee hit... If ignore pain was up, he would kill me in 2 hits. I ended up failing that rift, the boss took longer than getting the bar to 100%...
Just for reference, I can clear grift 39 pretty easy, just not in time, with my crusader. He's at 11M+ toughness and 1.1M sheet without AC.
Once it plateaus add mechanics to reward synergized group play and such. Things like enemies who try to kill pets (including Sentries, Hydras, Phalanx Avatars, etc). Enemies who target specifically weaker member of the group. Mechanics rewarding reflexes ("skillshot" enemies).
There's a lot of unexplored balancing levers.
If you're effortlessly clearing "trah" (you know those blue and yellow packs that hit like trucks anyway and have billions of health) the RG shouldn't be brickwalling you.
There's a guy here who cleared a whatever rift with 10 minutes on the clock but couldn't kill the RG in the entire time left.
Nevermind that RGs are horridly balanced for melee (the entire game is though so par for the course) and the scaling system is lazy at best.
There's some room to argue where the dev's want players to be in GR progression. But the design is still horribly lazy and doesn't actually reflect player skill so much as how willing you are to bang your head against the wall for hours.
Keep in mind that he could be playing M6 DH doing GR 45+ with 3 mil toughness.
4 M6 will essentially always outperform any other group (excepting new monk maybe). That's pretty unfair.
That being said part of redesigning rifts would be nerfing the damage. After a certain point "more damage" ceases to be an effective way to increase the difficulty.