Bounties are broken and they will drag the game down with them if nothing is done. Do we have a reason to explore the game anymore? Everyone will just rush for bounties. The quicker they can be done, the happier you are. Bounty in the Forsaken Cemetery? Yes please.
In D3V, we had (just to name a few)
->VotA runs
-> CotA runs
-> Crypt runs
-> Weeping + FoM + Festering runs
-> Etc.
In D3 RoS, we will have
-> Bounties
-> Rift
The monster density has been nerfed. The decaying crypt is a ghost town compared to now. We don't even have any reason to explore the game --- The game is telling us exactly what to do. Kill 40 or 50 monsters and go kill that easy purple monster. Congrats, here's a disproportional reward. Hey, go kill that purple in the cemetery, we will reward you well... oh there's also this bounty, but it will take you 10x more times for the same reward.
Then, we have inexplicably disappointing Rifts. Go kill monsters until you reach 100% (wink wink Bounties and go kill 50 monsters). A boss will appear. We also can have up to 10 levels, but they are not really worth exploring unless you are hoping to get a lucky Cow or Goblin level. Rifts are not even rare anyway. You might as well start a new one for a guaranteed guardian and reward.
Now, there's those Realm-walkers. Those demons that open a portal to another realm. I was really excited to see those at Blizzcon. However, they only spawn in a single location in Act 5. I'm almost certain they do not spawn inside Rifts. What's the point of having cool monsters if they don't even appear inside Rifts? Adventure mode should have randomized monsters within the world itself. Bounties should make you explore additional locations --- not become the run itself. People should be completing rifts and killing awesome bosses --- not getting 100% and kill "most of the time" a generic purple monsters.
You had a lot of good ideas, but they were badly implemented. I had high hopes for RoS, but every single streamer I watch is doing Bounties, bounties, bounties, bounties, bounties and Rifts.
Yeah I don't get why they would reduce density. I want rifts and bounties to be an addition to the old fartming methods, not a replacement. I don't think they do either. Hopefully they will find a good balance as the beta goes on. Thankfully we are being allowed a chance to test the end game (minus end boss). With any luck they will take into account all the feedback for the better.
I don't think rifts and bounties are poorly implemented. They are just new and need tweaking. The beta just started and all the feedback is gonna be great for improving an already cool set of ideas
Right now it's VOTA for essence, Festering > FoM > Crypt (if exists) for experience. There is nothing else.
At least bounties and rifts are random and offer different sceneries and monsters to fight. Bounties are everywhere in all acts so you can choose which ones you want to do. Not really sure I am understanding what the downside is.
Monster Density could be a valid complaint, but it has nothing to do specifically with Rifts and Bounties.
In D3V, we had (just to name a few)
->VotA runs
-> CotA runs
-> Crypt runs
-> Weeping + FoM + Festering runs
-> Etc.
In D3 RoS, we will have
-> Bounties
-> Rift
This argument is incredibly absurd. He listed four items for four different zones that people run, and then only one item for a feature that spans every zone in the game, and one more for a feature that randomly generates new dungeons.
From what I've seen on streams I think the tuning of bounties seems off - 50 monster kills is not very many, and the bounty reward is substantial, so it very strongly incentivizes "run super fast until you find the bounty, kill it, kill a handful more mobs, then move on to the next one" gameplay. That can be fixed just by tweaking the monster kill targets, bounty rewards, monster density, etc. All of which is exactly what a beta is for. I think the bounties should be a modest bonus that's enough to encourage you to try all these other zones, but not enough to completely drive your playstyle. And the ones that involve completing a time consuming event should obviously have more reward to compensate(or just make those events better).
As for Rifts, that also just seems like a tuning thing. I think the boss should spawn on the last floor, and each floor should open up only when you've killed a certain number of enemies on the previous floor.
This argument is incredibly absurd. He listed four items for four different zones that people run, and then only one item for a feature that spans every zone in the game, and one more for a feature that randomly generates new dungeons.
Glad someone else noticed that.
I tend to hate feedback like in the OP mainly because it doesn't even say how he would fix it. It just says "you guys are bad" and I never think that's valid feedback. If they're so bad then, obviously, any old Joe could do it better.
I honestly think Bounties and Rifts are a great idea even if they're repetitive. Most of the stuff we do now, and did in D2, was quite repetitive. I know for a fact that I could have done Pindle runs in my sleep. I didn't really care then and I still don't care. For me that's not the mark of a bad game.
From what I've seen on streams I think the tuning of bounties seems off - 50 monster kills is not very many, and the bounty reward is substantial, so it very strongly incentivizes "run super fast until you find the bounty, kill it, kill a handful more mobs, then move on to the next one" gameplay. That can be fixed just by tweaking the monster kill targets, bounty rewards, monster density, etc. All of which is exactly what a beta is for.
Beta... for tuning and fixing things that aren't quite right? Jesus christ dude, people are going to start calling you a Blizzard nuthugger with logic like that. Keep the logic the fuck out of threads, man!
The forums are for quitting RoS before it even gets PTR'd. Cause, you know, F&F beta is the final version......
In D3V, we had (just to name a few)
->VotA runs
-> CotA runs
-> Crypt runs
-> Weeping + FoM + Festering runs
-> Etc.
In D3 RoS, we will have
-> Bounties
-> Rift
This argument is incredibly absurd. He listed four items for four different zones that people run, and then only one item for a feature that spans every zone in the game, and one more for a feature that randomly generates new dungeons.
Four items for four different zones? VotA - act 2, CotA, Crypt, Weeping/FoM/Festering - act 1. Plus, Crypt and CotA are just part of FoM/Festering. So essentially the list comprises two items, since there is no "etc." when it comes to current "efficient" D3V runs.
The expansion is in development for 1.5 years, so the basic code on which RoS is based might be pre-1.08. But I'm sure they'll fix mob density before release.
In my opinion it really boils down to the fact that they don't know how to generate randomized areas or a shy in using them. In D2 even the towns had randomized elements.
Random just for the sake of it doesn't add a lot to the gameplay experience, if anything at all.
The "randomized" elements of D2 towns didn't make the quest feel any more significant. And, in my personal opinion, so didn't the random dungeons in that game either. Now don't get me wrong, I respect that some people like them, and attribute that to the maze-like aspect that those dungeons had (sometimes huge and complex mazes).
I'd much rather have "meaningful" randomization than just flat out pointless randomization.
I'm just saying it's different when you're playing a game like Minecraft, where the starting area kinda determines how you're going to survive and start exploring early on. Or Terraria, where the random biomes around your starting area and items/caves that you find early on completely dictate how you're going to progress through that playthrough.
I'm not saying D3 does have that meaningful randomization either, btw.
There is no end game in vanilla D3, pretty much everyone's farming three zones in A1 for maximum efficiency to level paragon up to 100. That is all. Even in these early stages of beta, RoS offers a much better and more satisfying end game. Sure, in it's current state the expansion is not worth the 40$, but we are also like five months away from the launch, and a lot of things will get implemented, tweaked and changed in the meantime. Be patient. Good things are on their way.
Rollback Post to RevisionRollBack
"Fear is the mind killer. Fear is the small death that brings total obliteration."
IIRC they said they've artificially boosted the Rift Key drop rate, to make them easier to test. It's kinda hard to get any decent testing down when you're only get one Rift Key dropping from every 5th bounty or so. So they boosted the drop rate, made bounties easier etc to faciliate testing.
I think the bounties are going to be a great addition because I, speaking for myself, like having something to hunt for. The item drop game is totally random - there's no where specific to go to increase your odds of getting one specific item or another. So I don't feel like I'm "treasure hunting," just rolling around and treasure-hoping. Now, bounties don't change that randomness, but I like knowing I can head to some specific areas to get a guaranteed reward.
There's only so much I'm willing to worry about people feeling "compelled" to skip through to the bounty monster as quickly as possible, or whatever "most efficient" thing develops. As with all the ridiculous changes to magic find that all began because some idiots felt "compelled" to carry around a separate set of MF armor to put on for killing blows and treasure chests, if your attitude is such that you'll go to that ridiculous length, there's no help for you anyway. At some point you have to just let people play the game the way they want to play it. It's not a job.
I do hope they keep the overall game-density high, though. I like bounties and rifts, but I wouldn't trade high density in the game world for them. Especially now that we have adventure mode. Exploding Palm: Essence Burn + high density is the best thing that ever happened to this game.
I think the post brings up some legitimate concerns about the direction of Blizzards end game. While the poster makes the mistakes of saying in Vanilla you these 5 runs and in RoS you have two runs, bounties and rifts, the point he is trying to make is that the rifts and bounties replace traditional farming methods.
I know it's still very early and it's absolutely no where near panic time. However it is a concern we should raise. My impression of bounties/rifts before Blizzcon was that they would be found on your traditional farming routes as some type of surprise. However how the system works now is you just open your map and you are told exactly where they are. This does not promote any other type of open world exploration in adventure mode. In fact it's not even adventure mode it's bounty mode.
I'm not 100% sure about how the rifts work but my understanding is you get a key, and you open it up in town. Why in town? That is the most accessible thing I've ever heard of it. Put the obelisks that open the rifts in the open world so we have to find them and have a reason to explore.
I also feel that rifts and bounties should compliment current adventuring and not replace it. One criticism I have had of Blizzard in recent years is that it seems that they fail to compliment new features with existing features and just downright make the new features replacements.
I know it's still beta and that's why it's important that I post this. It is important for everyone to remember that this is an exclusive public invitation to friends and family beta and this is nowhere near complete. I don't expect RoS to launch any sooner because 3,000 people have access to the F/F beta. I still feel that it will be a summer launch. This conclusion is kind of irrelevant though, so I'm hoping people quote the above feedback and not my release date prediction.
I think Bounties need to be changed to encourage players to clear more of the zone. The whole point of bounties is to encourage exploration of zones that you normally wouldn't go to, which could reveal rare dungeons that you wouldn't normally see, which would be awesome. If it's just a "run, claim bounty, leave" then it is much less interesting.
I think Bounties need to be changed to encourage players to clear more of the zone. The whole point of bounties is to encourage exploration of zones that you normally wouldn't go to, which could reveal rare dungeons that you wouldn't normally see, which would be awesome. If it's just a "run, claim bounty, leave" then it is much less interesting.
I agree. I think a percentage based counter would suit bounties better. Like clear 70% of the areas' mobs. Kinda like the rifts work. The exact mechanics will get tweaked for sure, having 50 flat kill limit regardless of monster types, area or density looks like a placeholder number to me.
Well, it's too early to say if it is badly implemented, but most of us will agree changes in RoS are for the better (the concept, not beta-state implementation).
I don't know about "telling people to clear X% of the map/monsters". It's kind of a "forced" exploration. I feel that it should be something that reward you for exploring. The way bounties work right now, they are telling you exactly what to do.
How about some hidden bounties? Games could spawn with 25 bounties and up to 50ish hidden bounties. An example of hidden bounty could be:
As you enter the treasure Vault (crumbling vault), there's a chance that you are given a hidden bounty. The resplendent chest has been changed to a Cursed Chest. You must defeat the Treasure Guardian to reclaim your reward. Those hidden bounties reward you a lot more than regular bounties.
People can do their bounty runs if they want --- people who explore the game will be rewarded for their dedication as well.
Another example could be:
As you walk through Act 5 for a bounty, you encounter a Realm Walker (not the target for your original bounty). Upon defeating him, you are given a hidden bounty --- You must enter the Portal and purge all the monsters inside for a great reward.
That would be a great way to encourage people to explore and kill monsters on their path.
I think Bounties need to be changed to encourage players to clear more of the zone. The whole point of bounties is to encourage exploration of zones that you normally wouldn't go to, which could reveal rare dungeons that you wouldn't normally see, which would be awesome. If it's just a "run, claim bounty, leave" then it is much less interesting.
I agree. I think a percentage based counter would suit bounties better. Like clear 70% of the areas' mobs. Kinda like the rifts work. The exact mechanics will get tweaked for sure, having 50 flat kill limit regardless of monster types, area or density looks like a placeholder number to me.
Well, it's too early to say if it is badly implemented, but most of us will agree changes in RoS are for the better (the concept, not beta-state implementation).
I don't know about "telling people to clear X% of the map/monsters". It's kind of a "forced" exploration. I feel that it should be something that reward you for exploring. The way bounties work right now, they are telling you exactly what to do.
How about some hidden bounties? Games could spawn with 25 bounties and up to 50ish hidden bounties. An example of hidden bounty could be:
As you enter the treasure Vault (crumbling vault), there's a chance that you are given a hidden bounty. The resplendent chest has been changed to a Cursed Chest. You must defeat the Treasure Guardian to reclaim your reward. Those hidden bounties reward you a lot more than regular bounties.
People can do their bounty runs if they want --- people who explore the game will be rewarded for their dedication as well.
Another example could be:
As you walk through Act 5 for a bounty, you encounter a Realm Walker (not the target for your original bounty). Upon defeating him, you are given a hidden bounty --- You must enter the Portal and purge all the monsters inside for a great reward.
That would be a great way to encourage people to explore and kill monsters on their path.
Generally speaking I think most players just aren't that interested in "exploring" in Diablo. Reliable rewards are always better than unreliable randomness from a farming perspective. So the system should be built to provide that certainty while still giving you enough variety.
Not that there shouldn't be nice surprises once in a while, but you shouldn't be forced to walk around aimlessly to find them - they should be on the main path as a bonus.
I think Bounties need to be changed to encourage players to clear more of the zone. The whole point of bounties is to encourage exploration of zones that you normally wouldn't go to, which could reveal rare dungeons that you wouldn't normally see, which would be awesome. If it's just a "run, claim bounty, leave" then it is much less interesting.
I agree. I think a percentage based counter would suit bounties better. Like clear 70% of the areas' mobs. Kinda like the rifts work. The exact mechanics will get tweaked for sure, having 50 flat kill limit regardless of monster types, area or density looks like a placeholder number to me.
Well, it's too early to say if it is badly implemented, but most of us will agree changes in RoS are for the better (the concept, not beta-state implementation).
I don't know about "telling people to clear X% of the map/monsters". It's kind of a "forced" exploration. I feel that it should be something that reward you for exploring. The way bounties work right now, they are telling you exactly what to do.
How about some hidden bounties? Games could spawn with 25 bounties and up to 50ish hidden bounties. An example of hidden bounty could be:
As you enter the treasure Vault (crumbling vault), there's a chance that you are given a hidden bounty. The resplendent chest has been changed to a Cursed Chest. You must defeat the Treasure Guardian to reclaim your reward. Those hidden bounties reward you a lot more than regular bounties.
People can do their bounty runs if they want --- people who explore the game will be rewarded for their dedication as well.
Another example could be:
As you walk through Act 5 for a bounty, you encounter a Realm Walker (not the target for your original bounty). Upon defeating him, you are given a hidden bounty --- You must enter the Portal and purge all the monsters inside for a great reward.
That would be a great way to encourage people to explore and kill monsters on their path.
Generally speaking I think most players just aren't that interested in "exploring" in Diablo. Reliable rewards are always better than unreliable randomness from a farming perspective. So the system should be built to provide that certainty while still giving you enough variety.
Not that there shouldn't be nice surprises once in a while, but you shouldn't be forced to walk around aimlessly to find them - they should be on the main path as a bonus.
This.
I can run around 'normal' Sanctuary farming and looking for champ packs and looking to complete achievements.
I can also do bounties which will randomly take me around Sanctuary, be it right off the waypoint or I have to find a dungeon in the zone.
I can then use the rift keys to farm my 'reward' for running around Sanctuary; Rifts.
It all ties in very nicely. I personally spent a couple hours on the PC bounty section at Blizzcon (because the line was super short haha) just having fun rushing to complete a set of bounties and a Rift before my 20 minutes was up. It's ridiculously fun guys, it's a whole new game from D3V.
As Kripp said: Why would anybody play Rifts over Bounties?
Because Rifts need system(player\mobs buffs\debuffs) like POE\Torchlight at this moment Rifts like White maps in POE
My suggestion:
Do drop Rift Coins do a slighty lesser then Legendary in Bounty and 2 times lesser drop inside Rifts. Smaller drop WHY? Because if higher drop Rifts Coins that will do useless Bounty . Here are Blizzard working on rewards, so that's different Rift Coins with Bonuses + different rewards . This will give high replayability,
For example:
Nephalem Rift - Dungeon - Normal rift right now.
Nephelem Rift - Survival - Survival vs XX waves .
Nephamel Rift - Get Finish before time End - Clear for XX time.
Nephalem Rift - Bosses - Kill 3 bosses at the end.
Bonus Rifts Coins for example : Nephalem Rift - Bosses
Bosses Has Reflect
Enemy has 50 % more damage
Magic Find increased 100%
the game will be interest + Challenge + High Replayability.
I'm excited about adventure mode, but I can't help but wonder how they will give players incentive to actually play the game (campaign), instead of just doing bounty runs.
The story is enough incentive to play the campaign. You won't find many of them here, but tons of players just play a game like this through once or twice and then move on to the next thing.
http://us.battle.net...pic/10671157114
I don't think rifts and bounties are poorly implemented. They are just new and need tweaking. The beta just started and all the feedback is gonna be great for improving an already cool set of ideas
Just my thoughts.
At least bounties and rifts are random and offer different sceneries and monsters to fight. Bounties are everywhere in all acts so you can choose which ones you want to do. Not really sure I am understanding what the downside is.
Monster Density could be a valid complaint, but it has nothing to do specifically with Rifts and Bounties.
Top 10 Solo Wizard Leaderboard - North America
Highest: Rank 6 // Greater Rift 42 12m40s
This argument is incredibly absurd. He listed four items for four different zones that people run, and then only one item for a feature that spans every zone in the game, and one more for a feature that randomly generates new dungeons.
From what I've seen on streams I think the tuning of bounties seems off - 50 monster kills is not very many, and the bounty reward is substantial, so it very strongly incentivizes "run super fast until you find the bounty, kill it, kill a handful more mobs, then move on to the next one" gameplay. That can be fixed just by tweaking the monster kill targets, bounty rewards, monster density, etc. All of which is exactly what a beta is for. I think the bounties should be a modest bonus that's enough to encourage you to try all these other zones, but not enough to completely drive your playstyle. And the ones that involve completing a time consuming event should obviously have more reward to compensate(or just make those events better).
As for Rifts, that also just seems like a tuning thing. I think the boss should spawn on the last floor, and each floor should open up only when you've killed a certain number of enemies on the previous floor.
Glad someone else noticed that.
I tend to hate feedback like in the OP mainly because it doesn't even say how he would fix it. It just says "you guys are bad" and I never think that's valid feedback. If they're so bad then, obviously, any old Joe could do it better.
I honestly think Bounties and Rifts are a great idea even if they're repetitive. Most of the stuff we do now, and did in D2, was quite repetitive. I know for a fact that I could have done Pindle runs in my sleep. I didn't really care then and I still don't care. For me that's not the mark of a bad game.
Beta... for tuning and fixing things that aren't quite right? Jesus christ dude, people are going to start calling you a Blizzard nuthugger with logic like that. Keep the logic the fuck out of threads, man!
The forums are for quitting RoS before it even gets PTR'd. Cause, you know, F&F beta is the final version......
Four items for four different zones? VotA - act 2, CotA, Crypt, Weeping/FoM/Festering - act 1. Plus, Crypt and CotA are just part of FoM/Festering. So essentially the list comprises two items, since there is no "etc." when it comes to current "efficient" D3V runs.
The expansion is in development for 1.5 years, so the basic code on which RoS is based might be pre-1.08. But I'm sure they'll fix mob density before release.
The "randomized" elements of D2 towns didn't make the quest feel any more significant. And, in my personal opinion, so didn't the random dungeons in that game either. Now don't get me wrong, I respect that some people like them, and attribute that to the maze-like aspect that those dungeons had (sometimes huge and complex mazes).
I'd much rather have "meaningful" randomization than just flat out pointless randomization.
I'm just saying it's different when you're playing a game like Minecraft, where the starting area kinda determines how you're going to survive and start exploring early on. Or Terraria, where the random biomes around your starting area and items/caves that you find early on completely dictate how you're going to progress through that playthrough.
I'm not saying D3 does have that meaningful randomization either, btw.
No.
There is no end game in vanilla D3, pretty much everyone's farming three zones in A1 for maximum efficiency to level paragon up to 100. That is all. Even in these early stages of beta, RoS offers a much better and more satisfying end game. Sure, in it's current state the expansion is not worth the 40$, but we are also like five months away from the launch, and a lot of things will get implemented, tweaked and changed in the meantime. Be patient. Good things are on their way.
At least D3's randomization tried to be more meaningful than D2's. Some might argue it failed at that, but at least it tried, unlike some other ARPGs
IIRC they said they've artificially boosted the Rift Key drop rate, to make them easier to test. It's kinda hard to get any decent testing down when you're only get one Rift Key dropping from every 5th bounty or so. So they boosted the drop rate, made bounties easier etc to faciliate testing.
There's only so much I'm willing to worry about people feeling "compelled" to skip through to the bounty monster as quickly as possible, or whatever "most efficient" thing develops. As with all the ridiculous changes to magic find that all began because some idiots felt "compelled" to carry around a separate set of MF armor to put on for killing blows and treasure chests, if your attitude is such that you'll go to that ridiculous length, there's no help for you anyway. At some point you have to just let people play the game the way they want to play it. It's not a job.
I do hope they keep the overall game-density high, though. I like bounties and rifts, but I wouldn't trade high density in the game world for them. Especially now that we have adventure mode. Exploding Palm: Essence Burn + high density is the best thing that ever happened to this game.
I know it's still very early and it's absolutely no where near panic time. However it is a concern we should raise. My impression of bounties/rifts before Blizzcon was that they would be found on your traditional farming routes as some type of surprise. However how the system works now is you just open your map and you are told exactly where they are. This does not promote any other type of open world exploration in adventure mode. In fact it's not even adventure mode it's bounty mode.
I'm not 100% sure about how the rifts work but my understanding is you get a key, and you open it up in town. Why in town? That is the most accessible thing I've ever heard of it. Put the obelisks that open the rifts in the open world so we have to find them and have a reason to explore.
I also feel that rifts and bounties should compliment current adventuring and not replace it. One criticism I have had of Blizzard in recent years is that it seems that they fail to compliment new features with existing features and just downright make the new features replacements.
I know it's still beta and that's why it's important that I post this. It is important for everyone to remember that this is an exclusive public invitation to friends and family beta and this is nowhere near complete. I don't expect RoS to launch any sooner because 3,000 people have access to the F/F beta. I still feel that it will be a summer launch. This conclusion is kind of irrelevant though, so I'm hoping people quote the above feedback and not my release date prediction.
I don't know about "telling people to clear X% of the map/monsters". It's kind of a "forced" exploration. I feel that it should be something that reward you for exploring. The way bounties work right now, they are telling you exactly what to do.
How about some hidden bounties? Games could spawn with 25 bounties and up to 50ish hidden bounties. An example of hidden bounty could be:
As you enter the treasure Vault (crumbling vault), there's a chance that you are given a hidden bounty. The resplendent chest has been changed to a Cursed Chest. You must defeat the Treasure Guardian to reclaim your reward. Those hidden bounties reward you a lot more than regular bounties.
People can do their bounty runs if they want --- people who explore the game will be rewarded for their dedication as well.
Another example could be:
As you walk through Act 5 for a bounty, you encounter a Realm Walker (not the target for your original bounty). Upon defeating him, you are given a hidden bounty --- You must enter the Portal and purge all the monsters inside for a great reward.
That would be a great way to encourage people to explore and kill monsters on their path.
Generally speaking I think most players just aren't that interested in "exploring" in Diablo. Reliable rewards are always better than unreliable randomness from a farming perspective. So the system should be built to provide that certainty while still giving you enough variety.
Not that there shouldn't be nice surprises once in a while, but you shouldn't be forced to walk around aimlessly to find them - they should be on the main path as a bonus.
This.
I can run around 'normal' Sanctuary farming and looking for champ packs and looking to complete achievements.
I can also do bounties which will randomly take me around Sanctuary, be it right off the waypoint or I have to find a dungeon in the zone.
I can then use the rift keys to farm my 'reward' for running around Sanctuary; Rifts.
It all ties in very nicely. I personally spent a couple hours on the PC bounty section at Blizzcon (because the line was super short haha) just having fun rushing to complete a set of bounties and a Rift before my 20 minutes was up. It's ridiculously fun guys, it's a whole new game from D3V.
D3V!!
My suggestion:
Do drop Rift Coins do a slighty lesser then Legendary in Bounty and 2 times lesser drop inside Rifts. Smaller drop WHY? Because if higher drop Rifts Coins that will do useless Bounty . Here are Blizzard working on rewards, so that's different Rift Coins with Bonuses + different rewards . This will give high replayability,
For example:
Nephalem Rift - Dungeon - Normal rift right now.
Nephelem Rift - Survival - Survival vs XX waves .
Nephamel Rift - Get Finish before time End - Clear for XX time.
Nephalem Rift - Bosses - Kill 3 bosses at the end.
Bonus Rifts Coins for example : Nephalem Rift - Bosses
Bosses Has Reflect
Enemy has 50 % more damage
Magic Find increased 100%
the game will be interest + Challenge + High Replayability.
The story is enough incentive to play the campaign. You won't find many of them here, but tons of players just play a game like this through once or twice and then move on to the next thing.
Because the rifts look like a lot of fun.
I swear, it's like people seem to forget that this is a game, not a job.