As it stands, what floors you get in a greater rift greatly influence how far, probably too much so. Though obviously the best builds and similar gear levels still influence how far you get, what matters more is the density of the rifts you get as well as the kinds of monsters you face.
I've had consistent trouble clearing lower level maps when the first map is a long, windy map with lots of Act 4 or 5 mobs. Yet when I get a reasonable density map with Act 1 or 3 mobs, I progress significantly further.
A suggestion might be to have a more or less fixed rotation of maps, with increasing difficulty of mob types and maps. For example:
* Dense Act 1 map, 1.0x HP and damage scaling factor
* Normal Act 3 map, 1.0x scaling factor; no pylons
* Sparse Act 5 map, 1.0x scaling factor; no pylons, shrines, or health pools
* Dense Act 1 map, 1.2x scaling factor
* Normal Act 3 map, 1.2x scaling factor; no pylons
* Sparse Act 5 map, 1.2x scaling factor; no pylons, shrines, or health pools
and so on.
There are several possible benefits to this system, such as:
* Making greater rift leaderboards less dependent on map RNG
* Reducing the steep exponential HP & damage scaling that everyone complains about
* Adding complexity to the meta by having to think about the mob types you're facing (e.g. you need 2 element types to kill the annoying Act 5 elemental shield mobs; knockback immunity helps against Act 4 mobs)
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I've had consistent trouble clearing lower level maps when the first map is a long, windy map with lots of Act 4 or 5 mobs. Yet when I get a reasonable density map with Act 1 or 3 mobs, I progress significantly further.
A suggestion might be to have a more or less fixed rotation of maps, with increasing difficulty of mob types and maps. For example:
* Dense Act 1 map, 1.0x HP and damage scaling factor
* Normal Act 3 map, 1.0x scaling factor; no pylons
* Sparse Act 5 map, 1.0x scaling factor; no pylons, shrines, or health pools
* Dense Act 1 map, 1.2x scaling factor
* Normal Act 3 map, 1.2x scaling factor; no pylons
* Sparse Act 5 map, 1.2x scaling factor; no pylons, shrines, or health pools
and so on.
There are several possible benefits to this system, such as:
* Making greater rift leaderboards less dependent on map RNG
* Reducing the steep exponential HP & damage scaling that everyone complains about
* Adding complexity to the meta by having to think about the mob types you're facing (e.g. you need 2 element types to kill the annoying Act 5 elemental shield mobs; knockback immunity helps against Act 4 mobs)