If trials are here to stay, here's an idea to make them something the players may want. Here's my input. Please give your thoughts as well.
Let's say Orek is a vendor, of sorts, that allows you to choose your target GRift level for every keystone you give him.
When you enter the trial, you fight an elite pack, or maybe a series of 3 elite packs (I kinda like a series of 3 better than a single pack).
If you kill it (or them) in time, you get the GRift key you targeted.
If you smoke it and kill them way ahead of the timer, you get a level or two or whatever above your target.
If you don't kill them in time, you get one or two or whatever level below your target. If you're really underpowered, and get killed a bunch of times or don't make it past the first elite pack, you get nothing - your trial keys are refunded and Orek tells you better luck next time you sassy bitch.
For example, you're aiming for a 42 GR. You go to Orek, select you want a 42, give him 10x trial keys and enter the trial. You kill all three elites just in time. You get 10x GR42 keys after you talk to Orek.
Next, you figure you want to farm lower levels for the hell of it, so you select 25, give him 10x keys, enter trial, slaughter elites really fast and end up with 10x 27s.
Finally, you get cocky. You saunter up to Orek, that smug bastard, give him 100x trial keys and tell him to queue up a 67, chief. Enter trial. Death. Res. Death. Res. Death. Res. Death. You suck. Timer ends, port out. Talk to Orek, he says come back when you wear some big boy pants, and gives back your 100x trial keys.
This solves a couple issues.
1. No more changing gear just for trials. Since you're fighting elites, all of the non-DPS stats that really matter still matter.
2. You choose the level you feel you’re geared for, and the trial immediately gives you that level of elite, rather than having to play through each wave.
3. You don’t have to be exactly geared for it and still get something. So, you can still push yourself (SC, at least) without being punished. If you pushed too much, you get nothing, but at least you don’t lose trial keys. This also serves as a disincentive (wasted time) for people trying to play over their heads.
4. It’s shorter. 3 waves. At the exact level you want. Plus, you can get 10 or 15 or 100x GR keys all at once.
5. It doesn’t do away with trials (here’s to you devs) but it also makes it a more accurate evaluation b/c, let’s face it: if you can kill elites at that level GR, you can most likely pass it with fair RNG of mobs, etc.
6. It evens the field (not perfectly even, but better) for different classes. Since elites are the limit of success or failure in GRs, even Wizards and WDs that now struggle with the current system will be able to succeed. Except for Barbarians, since they still have a major identity crisis in this game. So, before all of you FC barbs out there start bitching and moaning (with love guys, with love - it’s a joke), I know this system won’t work as well for you since barbs have terrible STD and need mobs to really work. Maybe the upcoming changes will actually fix that troubled class. Have faith.
7. Works for multiplayer as well as solo.
8. Gets rid of the weird difference between final wave and GR keystone. The level you choose is the level you experience. If you make it, you get that level. If you don’t make it, you get knocked down 1-2. If you easily make it, you get bumped up 1-2. If you stand no chance, you get no keystones, but you also don’ t lose anything (other than your time).
Thoughts? Additions? Improvements? Feelings? Emotions? Other squishy-feely stuff?
What about the elite's affixes? Will these be 3 random elite packs with random affixes? Because if so, that might lead to huge imbalances if you get a really bad combo. People will start fishing for good elite packs in trials...
In general i think this is a good idea. I don't think you should be able to choose to get multiple keys just from killing 3 elite packs... Should probably stay 1 trial for 1 key.
I really like the idea of starting at the trial wave of your choice. I'm not sure about the elite's but even just fighting a single wave for a single key using the same enemies currently in trials would be a MASSIVE time saver and a HUGE QOL improvement. Good thinking!
edit: After some more thought I'd like it if the trial gave exactly the desired key on success and just consumed the key and gave nothing on a failure, I really don't need more indestructible/unsaleable/nondroppable lower than desired keys clogging up my already overflowing stash.
I really like the idea of starting at the trial wave of your choice. I'm not sure about the elite's but even just fighting a single wave for a single key using the same enemies currently in trials would be a MASSIVE time saver and a HUGE QOL improvement. Good thinking!
edit: After some more thought I'd like it if the trial gave exactly the desired key on success and just consumed the key and gave nothing on a failure, I really don't need more indestructible/unsaleable/nondroppable lower than desired keys clogging up my already overflowing stash.
Your point about losing trial keys is a valid one. I can see the reasoning for a player to lose them if they fail. If nothing else, it prevents a player from going for a higher level than they're ability.
What about the elite's affixes? Will these be 3 random elite packs with random affixes? Because if so, that might lead to huge imbalances if you get a really bad combo. People will start fishing for good elite packs in trials...
In general i think this is a good idea. I don't think you should be able to choose to get multiple keys just from killing 3 elite packs... Should probably stay 1 trial for 1 key.
Yes, RNG will still play a role, so a shitty affix combo could mean you suffer, but they can limit the monsters you experience in this system just as they do the current system. But also remember, a single trial experience doesn't have to be perfect or make everyone happy, it just has to accurately measure your in-game ability and put you in a rift as close to that as possible. Some trials will be frustrating due to affixes, but that's the same as everywhere in Diablo.
To your second point, this system is 1:1 trial key for GR key. If you give Orek 10x trial keys and pass, you get 10x GR keystones out of it. You have to give him the amount you want back if you make it.
but i wouldn't give player higher level key than what he wants, even if he is quick. Also with the returning of the keys if you fail. The trial keys open the realm of trials so they are used in process so there's no reason to return them and also you could have some additional motivation to finish it on time.
Not sure why you wouldn't want a level above what you want if the game can accurately assess that you make it in that level, but I see your point: I want X of this level, so give me X of it if I make it. This way, the player only decides what level they get and it removes the game from having to do any of the deciding on the higher end. Good thought. Thanks.
As I mentioned above, I see the reasoning to losing keystones if you don't make it, but there is a reason to giving them back: qualitatively lowering the barrier to entry. If a player knows they will lose a key by not making it, they may never choose to really push themselves without the game giving them a next higher keystone. Refunding puts it in the players hand to push themselves. Plus, in multiplayer games, a group may think they are stronger than what they really are, and so innocently overshoot their collective ability. Should they incur a cost due to an honest mistake? Well, as you guys suggest, perhaps; and I 'm not totally against you. But, in terms of revamping the system and getting people to use it as much as rifts, the economic cost to players needs to be as low as possible. As it is now, you have to do bounties then rifts before you can even start to do GRs. Of course, this is really only an issue at the beginning of a character. Yet, we as players need to put ourselves in the developers shoes, and the devs are going to design a system that works for the high level guys and is at least accessible for the low level guys. We should understand this. It's the right thing for them to do. It seems to me that no cost to failure is the right way to go, initially. That could change though.
what if i have a record 40 record and I group with a level 50?
You have to trial with them to see if you, as a group, can get a 50. Your solo progressive has no gauge on what levels you can select to target. Everyone in the group will be able to target a 50 GR. The system automatically decouples solo and group play by it's targeted GR design.
Having 340 of these motherf'ers stacked up, I really like this idea. It's basically the exact same system that we have now, only made (MUCH) less time consuming. I basically quit the game because of the current Trial system, as i cant be arsed to keep farming keys to do normal rifts.
One thing to note tho, is that, seeing as it's gonna be Elites only, one would be a fool not to bring a Furnace. Making it ~50% easier. Especially in singleplayer.
That being said, there's definitely value in this idea. I'd love to see some form of it in-game. Nice work.
Not everyone has a Furnace, nor will they ever. This system allows you to bring the best build you have. If you have a Furnace, you should be rewarded for it and be able to play it as much as possible in as many situations as possible. You best weapon should always be your best weapon.
Not sure why you wouldn't want a level above what you want if the game can accurately assess that you make it in that level, but I see your point: I want X of this level, so give me X of it if I make it. This way, the player only decides what level they get and it removes the game from having to do any of the deciding on the higher end. Good thought. Thanks.
As I mentioned above, I see the reasoning to losing keystones if you don't make it, but there is a reason to giving them back: qualitatively lowering the barrier to entry. If a player knows they will lose a key by not making it, they may never choose to really push themselves without the game giving them a next higher keystone. Refunding puts it in the players hand to push themselves. Plus, in multiplayer games, a group may think they are stronger than what they really are, and so innocently overshoot their collective ability. Should they incur a cost due to an honest mistake? Well, as you guys suggest, perhaps; and I 'm not totally against you. But, in terms of revamping the system and getting people to use it as much as rifts, the economic cost to players needs to be as low as possible. As it is now, you have to do bounties then rifts before you can even start to do GRs. Of course, this is really only an issue at the beginning of a character. Yet, we as players need to put ourselves in the developers shoes, and the devs are going to design a system that works for the high level guys and is at least accessible for the low level guys. We should understand this. It's the right thing for them to do. It seems to me that no cost to failure is the right way to go, initially. That could change though.
You are right, Blizz wouldn't want new players with only one or two trial keys to just lose those keys because they cannot guess what wave they can handle. How about at the end of a trial an interface similar to Urshi appears and gives two choices: If you pass the wave option A= rift key of the same level as the wave completed while option B offers you a shot at a higher level wave with the level being determined by your clear speed. If you fail a wave option A= a rift key lower than the wave level you failed calculated based on your performance, Option B= take your gold and XP and go home without a key so you can try again. Lastly if you pass a wave and take option B for the higher wave but then fail the higher wave you will still be offered a key of at least the same level as the wave you had initially cleared.
This way you are forced to expend a keystone but you are also guaranteed to walk away with a Grift key if you so choose. At the same time you are not required to take keys you don't want.
This is a great proposition. From a developer standpoint, I wonder if it is easier to do your idea in the full or to simply have the game automatically thrust you into a difficulty it feels you can handle (similar to what happens now as you near your trial limit)? I only say so to save the time of interface with a NPC.
Just make it to where the highest GR you've completed, you can buy a key for it. So you go in to the trial, make it to Grift 30 let's say and get that key. At this point there's nothing you can buy from the vendor yet. When you complete that GR 30 in time, you've unlocked that level and every one below it from the vendor.
You still have to do the work and be good enough to complete the rift. If you've unlocked up to 30 but haven't been able to beat 31 yet and you want to keep attempting 31, you can either keep farming GR 30 for the 31 keys, or just do the trial over and over.
I think this is a good compromise because you can't spam the level you're trying to beat more than you can currently on live, but you do have a different option. You can spam trials for the key, or you can go through the rift right before, relieving players of the monotony of farming trials when they just want to farm the highest rift they know they can do.
@ComparitiveLiterature: A better solution than excessive interfaces would probably be to just actually make keys salable to the merchants for one gold a piece. If we botch a trial and get a useless key we should be able to get rid of it somehow. I would still like to pick my trial level because only my DH can farm keys of the level my other classes are actually running yet my DH can trial much higher than that. If for example I want a 40 key for my crusader I currently have to sandbag the trial on DH. If the game were to pick the trial level I'm not sure how to target the right key level for alts that cannot trial their own keys. I would be pretty content if I could pick my starting trial level and then if successfully cleared the game automatically moved me to a higher trial level but I could just TP out of the realm of trials and stick with the original key level.
@Bleu42: This is an interesting take on the idea of unlocking the highest level achieved concept. I like that in your system you cannot buy keys of the highest level trialed but only of the highest level Grift successfully cleared. As you said this prevents the spamming of Grifts at a level that is way over your realistic capacity. How would you suggest handling the situation with groups? For example if a group clear a tier 50 Grift and purchase a stack of tier 50 keys what stops them from using those keys later for solo attempts? Or should that be allowed?
@ComparitiveLiterature: A better solution than excessive interfaces would probably be to just actually make keys salable to the merchants for one gold a piece. If we botch a trial and get a useless key we should be able to get rid of it somehow. I would still like to pick my trial level because only my DH can farm keys of the level my other classes are actually running yet my DH can trial much higher than that. If for example I want a 40 key for my crusader I currently have to sandbag the trial on DH. If the game were to pick the trial level I'm not sure how to target the right key level for alts that cannot trial their own keys. I would be pretty content if I could pick my starting trial level and then if successfully cleared the game automatically moved me to a higher trial level but I could just TP out of the realm of trials and stick with the original key level.
@Bleu42: This is an interesting take on the idea of unlocking the highest level achieved concept. I like that in your system you cannot buy keys of the highest level trialed but only of the highest level Grift successfully cleared. As you said this prevents the spamming of Grifts at a level that is way over your realistic capacity. How would you suggest handling the situation with groups? For example if a group clear a tier 50 Grift and purchase a stack of tier 50 keys what stops them from using those keys later for solo attempts? Or should that be allowed?
Thanks for the feedback =D
To answer your question; I think that would be fine, but it might have to be tested for a bit. It would suck to feel forced to have to group to farm keys of a GR level that you can't purchase yet because you haven't completed it solo. BUT, because of the newest changes to greater rifts where they are being more normalized in terms of density, that might even the gap between the groups and the solo player. This would be because there *should* be less fishing for good rifts when the patch comes out, so even if the solo player has to farm (back from my example) level 30 GR's for keys to attempt a level 31, it shouldn't impact the solo leaderboards too much when compared to the player that completed the rift in a group (and therefore the GR was easier) and is able to buy that level.
I'd rather avoid the system being more convoluted than "you completed this level of Grift, so now you can purchase keys to that level, of which you still have to farm for keys to the next". But if this is a system players would want, and they don't want to be forced into group GR play just to make it easier to purchase the keys, there could always be 4 different colors of keys for solo through 4 player.
We know that good design is achieved when there's nothing left to take away, as the old adage goes. So, the trial system interface has to be minimal. In the original idea, two things about the interface change: 1) entering how many GR keystones you want after trial completion (I envision this box being in the obelisk and exactly like Shen's gem-combination interface), and 2) what your target GR for the trial is. After that, the system in basically the same: commence and complete trial, receive GR keys in quantity originally desired (or not if failed), port back to town, talk to Orek to close rift.
Now, @Kaiser, I don't think I was clear in an earlier post, since you said:
From a developer standpoint, I wonder if it is easier to do your idea in the full or to simply have the game automatically thrust you into a difficulty it feels you can handle...
But, I meant that as an automatic action only AFTER you choose your initial level then failed, building on your Option A, Option B idea from above. I think that GR trial difficulty should always initially be in the hands of the players. Only upon failure should some auto system kick in, and that's only to save player time and interfaces we have to deal with.
Just make it to where the highest GR you've completed, you can buy a key for it. So you go in to the trial, make it to Grift 30 let's say and get that key. At this point there's nothing you can buy from the vendor yet. When you complete that GR 30 in time, you've unlocked that level and every one below it from the vendor.
Bleu, my problem with the whole purchase-your-previous-levels deal is that, A) Bliz simply isn't getting rid of trials; B ) more importantly, that system fails to work in group scenarios without a whole other system. C) And even more importantly, it fails to quickly advance a player for big gear upgrades, and therefore perpetuates one of the biggest problems of the current trials system: they don't actually reflect gear ability. D) I don't want to start from 1, even with my noob-ass toon in S2. I want the choice to, but I don't want to be forced to do so in order to advance. Talk about a waste of time...
If this pure vendor system were to be implemented, I foresee one of those terrible situations where players gripe and gripe about something they want (vendor GR system) right up until they get it, then they gripe and gripe about how it's all busted and that Blizzard should have foreseen players' demands' errors because, after all, players aren't game devs... Really, we've seen this before, and to me as a player that's been playing D3 for a while now, I get frustrated more with players than the devs because of this sort of thing. Plus, to my grounded mind, the chances of a no-trials system is simply astronomically small. Bliz is committed to it.
@ComparativeLiterature: You are correct, I misinterpreted the comment about the automatic level choice but it seems we are agreed and I think the streamlined approach is indeed the best scenario for the players and the developers.
I'm not sure that the key purchase system is so far out from what Blizz is looking for though. That system doesn't eliminate trials altogether but rather prevents the need to retrial a level you have already proven to be competent at. If the purpose of the trial is to determine a suitable Grift level it seems a little redundant to have to continuously trial in order to be allowed to run a Grift level that you have already successfully completed. I think Blizzard said something to the effect that this is the equivalent of checking a childs height every time before allowing them to enter a theme park ride repeatedly. I agree that just moving to a vendor only system is trouble waiting to happen but I think there may be potential in a system that maintains trials but doesn't require you to continuously prove you are capable of something that you have already accomplished.
At the same time I suspect that Blizz is feeling very invested in the trial system at this point and I don't know if they would allow players to completely outperform the need to ever use it again.
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Let's say Orek is a vendor, of sorts, that allows you to choose your target GRift level for every keystone you give him.
When you enter the trial, you fight an elite pack, or maybe a series of 3 elite packs (I kinda like a series of 3 better than a single pack).
If you kill it (or them) in time, you get the GRift key you targeted.
If you smoke it and kill them way ahead of the timer, you get a level or two or whatever above your target.
If you don't kill them in time, you get one or two or whatever level below your target. If you're really underpowered, and get killed a bunch of times or don't make it past the first elite pack, you get nothing - your trial keys are refunded and Orek tells you better luck next time you sassy bitch.
For example, you're aiming for a 42 GR. You go to Orek, select you want a 42, give him 10x trial keys and enter the trial. You kill all three elites just in time. You get 10x GR42 keys after you talk to Orek.
Next, you figure you want to farm lower levels for the hell of it, so you select 25, give him 10x keys, enter trial, slaughter elites really fast and end up with 10x 27s.
Finally, you get cocky. You saunter up to Orek, that smug bastard, give him 100x trial keys and tell him to queue up a 67, chief. Enter trial. Death. Res. Death. Res. Death. Res. Death. You suck. Timer ends, port out. Talk to Orek, he says come back when you wear some big boy pants, and gives back your 100x trial keys.
This solves a couple issues.
1. No more changing gear just for trials. Since you're fighting elites, all of the non-DPS stats that really matter still matter.
2. You choose the level you feel you’re geared for, and the trial immediately gives you that level of elite, rather than having to play through each wave.
3. You don’t have to be exactly geared for it and still get something. So, you can still push yourself (SC, at least) without being punished. If you pushed too much, you get nothing, but at least you don’t lose trial keys. This also serves as a disincentive (wasted time) for people trying to play over their heads.
4. It’s shorter. 3 waves. At the exact level you want. Plus, you can get 10 or 15 or 100x GR keys all at once.
5. It doesn’t do away with trials (here’s to you devs) but it also makes it a more accurate evaluation b/c, let’s face it: if you can kill elites at that level GR, you can most likely pass it with fair RNG of mobs, etc.
6. It evens the field (not perfectly even, but better) for different classes. Since elites are the limit of success or failure in GRs, even Wizards and WDs that now struggle with the current system will be able to succeed. Except for Barbarians, since they still have a major identity crisis in this game. So, before all of you FC barbs out there start bitching and moaning (with love guys, with love - it’s a joke), I know this system won’t work as well for you since barbs have terrible STD and need mobs to really work. Maybe the upcoming changes will actually fix that troubled class. Have faith.
7. Works for multiplayer as well as solo.
8. Gets rid of the weird difference between final wave and GR keystone. The level you choose is the level you experience. If you make it, you get that level. If you don’t make it, you get knocked down 1-2. If you easily make it, you get bumped up 1-2. If you stand no chance, you get no keystones, but you also don’ t lose anything (other than your time).
Thoughts? Additions? Improvements? Feelings? Emotions? Other squishy-feely stuff?
In general i think this is a good idea. I don't think you should be able to choose to get multiple keys just from killing 3 elite packs... Should probably stay 1 trial for 1 key.
edit: After some more thought I'd like it if the trial gave exactly the desired key on success and just consumed the key and gave nothing on a failure, I really don't need more indestructible/unsaleable/nondroppable lower than desired keys clogging up my already overflowing stash.
Yes, RNG will still play a role, so a shitty affix combo could mean you suffer, but they can limit the monsters you experience in this system just as they do the current system. But also remember, a single trial experience doesn't have to be perfect or make everyone happy, it just has to accurately measure your in-game ability and put you in a rift as close to that as possible. Some trials will be frustrating due to affixes, but that's the same as everywhere in Diablo.
To your second point, this system is 1:1 trial key for GR key. If you give Orek 10x trial keys and pass, you get 10x GR keystones out of it. You have to give him the amount you want back if you make it.
Not sure why you wouldn't want a level above what you want if the game can accurately assess that you make it in that level, but I see your point: I want X of this level, so give me X of it if I make it. This way, the player only decides what level they get and it removes the game from having to do any of the deciding on the higher end. Good thought. Thanks.
As I mentioned above, I see the reasoning to losing keystones if you don't make it, but there is a reason to giving them back: qualitatively lowering the barrier to entry. If a player knows they will lose a key by not making it, they may never choose to really push themselves without the game giving them a next higher keystone. Refunding puts it in the players hand to push themselves. Plus, in multiplayer games, a group may think they are stronger than what they really are, and so innocently overshoot their collective ability. Should they incur a cost due to an honest mistake? Well, as you guys suggest, perhaps; and I 'm not totally against you. But, in terms of revamping the system and getting people to use it as much as rifts, the economic cost to players needs to be as low as possible. As it is now, you have to do bounties then rifts before you can even start to do GRs. Of course, this is really only an issue at the beginning of a character. Yet, we as players need to put ourselves in the developers shoes, and the devs are going to design a system that works for the high level guys and is at least accessible for the low level guys. We should understand this. It's the right thing for them to do. It seems to me that no cost to failure is the right way to go, initially. That could change though.
You have to trial with them to see if you, as a group, can get a 50. Your solo progressive has no gauge on what levels you can select to target. Everyone in the group will be able to target a 50 GR. The system automatically decouples solo and group play by it's targeted GR design.
Not everyone has a Furnace, nor will they ever. This system allows you to bring the best build you have. If you have a Furnace, you should be rewarded for it and be able to play it as much as possible in as many situations as possible. You best weapon should always be your best weapon.
You are right, Blizz wouldn't want new players with only one or two trial keys to just lose those keys because they cannot guess what wave they can handle. How about at the end of a trial an interface similar to Urshi appears and gives two choices: If you pass the wave option A= rift key of the same level as the wave completed while option B offers you a shot at a higher level wave with the level being determined by your clear speed. If you fail a wave option A= a rift key lower than the wave level you failed calculated based on your performance, Option B= take your gold and XP and go home without a key so you can try again. Lastly if you pass a wave and take option B for the higher wave but then fail the higher wave you will still be offered a key of at least the same level as the wave you had initially cleared.
This way you are forced to expend a keystone but you are also guaranteed to walk away with a Grift key if you so choose. At the same time you are not required to take keys you don't want.
This is a great proposition. From a developer standpoint, I wonder if it is easier to do your idea in the full or to simply have the game automatically thrust you into a difficulty it feels you can handle (similar to what happens now as you near your trial limit)? I only say so to save the time of interface with a NPC.
You still have to do the work and be good enough to complete the rift. If you've unlocked up to 30 but haven't been able to beat 31 yet and you want to keep attempting 31, you can either keep farming GR 30 for the 31 keys, or just do the trial over and over.
I think this is a good compromise because you can't spam the level you're trying to beat more than you can currently on live, but you do have a different option. You can spam trials for the key, or you can go through the rift right before, relieving players of the monotony of farming trials when they just want to farm the highest rift they know they can do.
@Bleu42: This is an interesting take on the idea of unlocking the highest level achieved concept. I like that in your system you cannot buy keys of the highest level trialed but only of the highest level Grift successfully cleared. As you said this prevents the spamming of Grifts at a level that is way over your realistic capacity. How would you suggest handling the situation with groups? For example if a group clear a tier 50 Grift and purchase a stack of tier 50 keys what stops them from using those keys later for solo attempts? Or should that be allowed?
To answer your question; I think that would be fine, but it might have to be tested for a bit. It would suck to feel forced to have to group to farm keys of a GR level that you can't purchase yet because you haven't completed it solo. BUT, because of the newest changes to greater rifts where they are being more normalized in terms of density, that might even the gap between the groups and the solo player. This would be because there *should* be less fishing for good rifts when the patch comes out, so even if the solo player has to farm (back from my example) level 30 GR's for keys to attempt a level 31, it shouldn't impact the solo leaderboards too much when compared to the player that completed the rift in a group (and therefore the GR was easier) and is able to buy that level.
I'd rather avoid the system being more convoluted than "you completed this level of Grift, so now you can purchase keys to that level, of which you still have to farm for keys to the next". But if this is a system players would want, and they don't want to be forced into group GR play just to make it easier to purchase the keys, there could always be 4 different colors of keys for solo through 4 player.
Now, @Kaiser, I don't think I was clear in an earlier post, since you said:
Yeah, that's how I made it sound:
But, I meant that as an automatic action only AFTER you choose your initial level then failed, building on your Option A, Option B idea from above. I think that GR trial difficulty should always initially be in the hands of the players. Only upon failure should some auto system kick in, and that's only to save player time and interfaces we have to deal with.
Bleu, my problem with the whole purchase-your-previous-levels deal is that, A) Bliz simply isn't getting rid of trials; B ) more importantly, that system fails to work in group scenarios without a whole other system. C) And even more importantly, it fails to quickly advance a player for big gear upgrades, and therefore perpetuates one of the biggest problems of the current trials system: they don't actually reflect gear ability. D) I don't want to start from 1, even with my noob-ass toon in S2. I want the choice to, but I don't want to be forced to do so in order to advance. Talk about a waste of time...
If this pure vendor system were to be implemented, I foresee one of those terrible situations where players gripe and gripe about something they want (vendor GR system) right up until they get it, then they gripe and gripe about how it's all busted and that Blizzard should have foreseen players' demands' errors because, after all, players aren't game devs... Really, we've seen this before, and to me as a player that's been playing D3 for a while now, I get frustrated more with players than the devs because of this sort of thing. Plus, to my grounded mind, the chances of a no-trials system is simply astronomically small. Bliz is committed to it.
I'm not sure that the key purchase system is so far out from what Blizz is looking for though. That system doesn't eliminate trials altogether but rather prevents the need to retrial a level you have already proven to be competent at. If the purpose of the trial is to determine a suitable Grift level it seems a little redundant to have to continuously trial in order to be allowed to run a Grift level that you have already successfully completed. I think Blizzard said something to the effect that this is the equivalent of checking a childs height every time before allowing them to enter a theme park ride repeatedly. I agree that just moving to a vendor only system is trouble waiting to happen but I think there may be potential in a system that maintains trials but doesn't require you to continuously prove you are capable of something that you have already accomplished.
At the same time I suspect that Blizz is feeling very invested in the trial system at this point and I don't know if they would allow players to completely outperform the need to ever use it again.