Is anyone just finding this one particular mob spawning is the difference between success and failure? I don't mind the mobs that are harder to fight, but these aren't that. They just have a ridiculous amount of survivability with the shield and as I go higher in Grifts this becomes more apparent, I was just doing a Grift 34 and ran into a blue elite pack of angels with health link I would say this pack took me 6x longer to kill than the avg elite pack... Not because I had to kite/dodge etc. but because I had to stand there for ever slowly watching there health drop.
As a comparison if I don't have angels spawn then I can do 34/35 grifts but if angels do spawn then I struggle clearing 32/33 grifts purely because of the crazy amount of survivability they have. I love the Grift idea, but I dislike the fact that this mob spawning is the difference between failure and success for me.
The general issue voiced by the players that the distribution of the easy, neutral and hard monsters is uneven. You have an equal chance of getting a Rift full of Zombies and Skeletons and a Rift full of Fallen Angels and Exarchs. RNG is RNG...
Yeah, I agree with that but as you say RNG is RNG. I have no real issue with getting harder creatures, I feel like a Diablo game should always have RNG elements and I welcome additional challenge. But the angels arn't harder, they just feel about 6x as tanky as any other creature and when your on a timer having to spend 6x longer simply means you will fail.
While having a bit of bad RNG leading to more difficult creatures can be part of the reason for failing i've never felt any creature to be the sole reason i've failed a rift... With the Exarch etc. i've never thought "if that was something else, I wouldn't have failed" but with angels I do.
RNG is fucking stupid, most of the time a rift or GR will decide to give me every last elite with 3 or all 4 affixs the exact same.
Its really fun when your on GR38 or 40 and click down to the 2nd floor just to as usual find 1-3 elites sitting there. Get hit with jailer before you even know an elite is there. Sweet thing my passive saved me but now its on cooldown, oh wait jailer again, dead. Shit might as well scan these real quick to see what I'm dealing with and as usual, it's 3 elites with jailer arcane and whatever else and they are sitting right on the door.
The angels were designed back when the days when people don't stack elemental bonus off the roof, and have multiple elements in their build. They should probably be changed to accommodate the current metagame.
What genius in the dev team thought that monsters who play tennis with the player is a good idea? -.-
What genius, seeing rifts, and having Greater Rifts on the PTR, thought that the current set of monsters was OK for timed runs?
Between the massive balance issues in GRifts and the asinine gem leveling system, I'm just not sure any of the devs even played their own game during the PTR. There's no way people play this and think
"Gee, I really love how Morlu Incinerators completely destroy my fetishes."
"This shield on the Corrupted Angels is really sweet with our new single-element-centric builds!"
"It's fun as fuck to stand around waiting for wraiths (and others) to come back on the field of play."
"I really enjoy clearing a GR level and having 4% progress due to shitty density."
"DH or bust!"
among other, very obvious things that were repeatedly pointed out by players during the PTR. This is not the kind of QA we need with "competitive" gameplay. It undermines the very idea of seasons and leaderboards when such blatantly obvious issues are left completely unaddressed so they can push the patch out sooner.
This goes with the problem of an unbalance in progression given by mob type. Angels should really give you 2 times more progress since they take so long to kill.
The general issue voiced by the players that the distribution of the easy, neutral and hard monsters is uneven. You have an equal chance of getting a Rift full of Zombies and Skeletons and a Rift full of Fallen Angels and Exarchs. RNG is RNG...
I favor kicking anyone who says "RNG is RNG" in the junk....HARD.
There is virtually nothing RNG left in D3. Assuming at some point they had a good working pseudorandom number generator in the game at all...they have tweaked and weighted so many aspects of it, calling it random is a complete joke.
Of course there will be that very low number of people who are extremely unlucky, but then again you don't say that football is a game of luck because players can get a bad season and miss more than usual, do you?
Huh?
That is a pretty terrible analogy. As Vaestmannaeyjar said, it would be like a schedule that included nothing but one of the best teams in the world. There's a reason why in almost every professional sport that schedules aren't randomized. You play the teams in your division a lot. You play the teams outside of your division less. There is little "random chance" in your schedule. You have equal numbers of home and away games. They attempt to make the schedule as fair as possible to avoid things like this.
When you have a competition you have to keep things fair, within reason. Sure everyone's schedule isn't going to be exactly the same. But you don't have one team playing the world champion 25 times while everyone else plays them zero times. And the solution isn't "next season you'll have a different schedule so the law of large numbers will even it out!" Only a complete moron would think that's a reasonable solution.
If you want "competition" in the form of seasonal and non-seasonal leaderboards then there has to be balance. Imbalances undermine the fundamental idea of "competition." I don't know what is so difficult to understand about that.
I don't see why anyone would think a roll of the dice to determine if you'll have a winning or losing rift due to map, density, and monster types is a good form of "competition." It's like rolling a dice before a soccer match and if it comes up an odd number you're not allowed to have a goalkeeper in that it's completely nonsensical and destroys the ultimate purpose of the game.
It makes much more sense to increase the challenge by going up a GR level, not by somehow randomizing monsters that curbstomp you every so often.
The angels were designed back when the days when people don't stack elemental bonus off the roof, and have multiple elements in their build. They should probably be changed to accommodate the current metagame.
Better: Push the metagame further into multi-elemental territory as a viable strategy.
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As a comparison if I don't have angels spawn then I can do 34/35 grifts but if angels do spawn then I struggle clearing 32/33 grifts purely because of the crazy amount of survivability they have. I love the Grift idea, but I dislike the fact that this mob spawning is the difference between failure and success for me.
While having a bit of bad RNG leading to more difficult creatures can be part of the reason for failing i've never felt any creature to be the sole reason i've failed a rift... With the Exarch etc. i've never thought "if that was something else, I wouldn't have failed" but with angels I do.
Its really fun when your on GR38 or 40 and click down to the 2nd floor just to as usual find 1-3 elites sitting there. Get hit with jailer before you even know an elite is there. Sweet thing my passive saved me but now its on cooldown, oh wait jailer again, dead. Shit might as well scan these real quick to see what I'm dealing with and as usual, it's 3 elites with jailer arcane and whatever else and they are sitting right on the door.
Fuck Rng.
The angels were designed back when the days when people don't stack elemental bonus off the roof, and have multiple elements in their build. They should probably be changed to accommodate the current metagame.
Between the massive balance issues in GRifts and the asinine gem leveling system, I'm just not sure any of the devs even played their own game during the PTR. There's no way people play this and think
"Gee, I really love how Morlu Incinerators completely destroy my fetishes."
"This shield on the Corrupted Angels is really sweet with our new single-element-centric builds!"
"It's fun as fuck to stand around waiting for wraiths (and others) to come back on the field of play."
"I really enjoy clearing a GR level and having 4% progress due to shitty density."
"DH or bust!"
among other, very obvious things that were repeatedly pointed out by players during the PTR. This is not the kind of QA we need with "competitive" gameplay. It undermines the very idea of seasons and leaderboards when such blatantly obvious issues are left completely unaddressed so they can push the patch out sooner.
There is virtually nothing RNG left in D3. Assuming at some point they had a good working pseudorandom number generator in the game at all...they have tweaked and weighted so many aspects of it, calling it random is a complete joke.
RNG is RNG
Is not a magical argument winner.
1st floor: skeletons and summoners in crypt- this looks like it will be a walk in the park!
2nd floor: fast jailer fire chain anarchs in open field.. FUUUUUUU
also, ghosts. F*** ghosts man. Cut this 10% time window on target cause they drop affixes from the walls man....
That is a pretty terrible analogy. As Vaestmannaeyjar said, it would be like a schedule that included nothing but one of the best teams in the world. There's a reason why in almost every professional sport that schedules aren't randomized. You play the teams in your division a lot. You play the teams outside of your division less. There is little "random chance" in your schedule. You have equal numbers of home and away games. They attempt to make the schedule as fair as possible to avoid things like this.
When you have a competition you have to keep things fair, within reason. Sure everyone's schedule isn't going to be exactly the same. But you don't have one team playing the world champion 25 times while everyone else plays them zero times. And the solution isn't "next season you'll have a different schedule so the law of large numbers will even it out!" Only a complete moron would think that's a reasonable solution.
If you want "competition" in the form of seasonal and non-seasonal leaderboards then there has to be balance. Imbalances undermine the fundamental idea of "competition." I don't know what is so difficult to understand about that.
I don't see why anyone would think a roll of the dice to determine if you'll have a winning or losing rift due to map, density, and monster types is a good form of "competition." It's like rolling a dice before a soccer match and if it comes up an odd number you're not allowed to have a goalkeeper in that it's completely nonsensical and destroys the ultimate purpose of the game.
It makes much more sense to increase the challenge by going up a GR level, not by somehow randomizing monsters that curbstomp you every so often.