"Some of the changes in Greater Rifts are also coming to regular Nephalem Rifts—like the way the completion bar will advance based on monster difficulty. In addition, we're slightly modifying the entry mechanism for all Rifts. All players will need to have a Rift Fragment in order to enter a Nephalem Rift; however, we’ve reduced the cost for entering a Nephalem Rift down to one Rift Fragment per character to compensate."
No more gain to letting runners in on your rifts (and reducing cost of entering a rift with a fifth). Well, guess it's a good thing I already geared up :<.
This is a net positive. RIF was only necessary because of how broken the system was. One person opening a rift for 5 key fragments. Now you can do a bounty run, gather 6 keys and that will be good for 6 rifts. I think this is a huge huge huge change for the better, not the worse. And sitting in a channel hoping you get picked for RIF is not a fun way to play the game, even if it was efficient.
This won't kill rif, nearly change the mechanics. After a guardian is dead, the opener create a new game, opens a rift, invites the Ritter and leaves. Now it only costs 1 rift fragment, but takes 30 seconds longer. No big deal, it's actually a buff to the rif community overall.
This won't kill rif, nearly change the mechanics. After a guardian is dead, the opener create a new game, opens a rift, invites the Ritter and leaves. Now it only costs 1 rift fragment, but takes 30 seconds longer. No big deal, it's actually a buff to the rif community overall.
I'm pretty sure that's not gonna work. As I read it, you cannot join a rift unless you contribute a rift key. Otherwise there's no point in opening a rift with a full group, you would always disband, open, and invite your three friends.
Indeed. If everyone has to contribute a key, then it will work as a boss encounter. Basically, if you invite a friend during a Rift, he won't be able to teleport in. At least i hope it will work that way.
This won't kill rif, nearly change the mechanics. After a guardian is dead, the opener create a new game, opens a rift, invites the Ritter and leaves. Now it only costs 1 rift fragment, but takes 30 seconds longer. No big deal, it's actually a buff to the rif community overall.
I'm pretty sure that's not gonna work. As I read it, you cannot join a rift unless you contribute a rift key. Otherwise there's no point in opening a rift with a full group, you would always disband, open, and invite your three friends.
Well that sucks. I guess we'll know for sure when the PTR opens.
Im pretty sure blizz wont make it like, You start a rift, 5 mins later ur friend logs online but he cant join you cause he wasnt there at start. Im guessing whoever wants to join the rift will pay a keystone.. But with this in mind about Rif, whats the runner's motivation to invite people now? Some ppl will still do it out of kindness, considering it doesnt cost the runner anything, but im guessing most will choose to save time and not invite or clear the whole rift.
Im pretty sure blizz wont make it like, You start a rift, 5 mins later ur friend logs online but he cant join you cause he wasnt there at start. Im guessing whoever wants to join the rift will pay a keystone.. But with this in mind about Rif, whats the runner's motivation to invite people now? Some ppl will still do it out of kindness, considering it doesnt cost the runner anything, but im guessing most will choose to save time and not invite or clear the whole rift.
That would be a good fix. Remove the incentive and you remove the majority of the community. I certainly won't be inviting leeches to leech for leeching's sake.
Excellent change. But not because of RiF, although that's a nice side-effect.
This really makes solo play much more compelling because no longer is there up to a 400% disparity in the number of keystones you have to supply to open your own rifts. No longer will co-op play directly translate to "more time in rifts, less time in bounties."
A much-needed "normalization" of the system. Two thumbs up if it goes live.
Much needed change. RiF is only popular because it is efficient.
Having to waste 5 keystones to open a rift every time sucks, well when playing solo. So I always had to let people join my game for boss and open for me. Which overall I didn't like much, having to waste all that time then people stay in group sometimes 1-2 mins afterwards slowing me down. Now you can just casually farm bounty bags solo, which is alright if you can do T6 great xp and gold. Then when you've got 10 bags you've recieved 60 keys so you can do 60 rifts. Or you could speedfarm normal and get easy 200 keys and be able to open 200 rifts.
Playing in group just had way to much advantage over solo, 4 people opening. 5 keys every 4 rifts, that's just like having it 1 keystone per rift for solo. So yeah, if you're one of those who were spamming RiF only, you missed out on the game. You're supposed to play the game and get loot, not be in menu and get your gear for free at Kadala and then poof no reason to play.
I pretty much expect they nerf the amount of key fragments you get from bounties. Farm them now while you still can!
Why should they? As a full group of four people you still pay about the same (5 now vs. 4 with this change) for a rift. That's what matters. RiF is just a symptom of the fact that if you do solo rifts, you end up paying so many more rift keys.
Why should they? As a full group of four people you still pay about the same (5 now vs. 4 with this change) for a rift. That's what matters. RiF is just a symptom of the fact that if you do solo rifts, you end up paying so many more rift keys.
I'm 99% sure bounties won't be changed.
Exactly!
All this amounts to is a balancing between co-op and solo adventure mode. No longer will solo players be paying 5 fragments per rift while co-op players are paying as little as 5 per 4 rifts (on average). No longer will solo players have to do up to 4x as many bounties to open the same number of rifts. No longer will you have people trying to leech rifts in public games. These are all positives... well unless you spend your days trying to figure out how to get something for nothing.
As you said, RiF is just a symptom of how imbalanced the system of opening up the rifts (solo vs co-op) is in its current implementation. Having a 1 fragment per person per rift is really about as "fair" of a system as could be imagined. Everyone "pays" their way in. No more getting free blood shards just because you have a high paragon level.
If they're to fix anything about bounties it's the completely broken split-farming bit, which apparently they weren't OK with during beta, but now seem to endorse by silence.
These are all positives... well unless you spend your days trying to figure out how to get something for nothing.
This, so much this.
Reminds me of the "wtf? I need to pick up and salvage items to craft something?" thread.
Stop trying to game the system, just play the game. It's like running around in a first person shooter with a knife only to save & sell ammunition, but complaining about useless weapons and the danger of melee fights.
The net effect on RIF is next to nothing...People can still invite anyone they want for the rift guardian+turn-in.
Doing RIF you realistically had to pay X number of keys per game to join and get the RG+Turn-in. (X being an average of rift tokens used to open divided by the number of times you've joined a RIF group). So it probably averages out to ~1 key per game anyway...
I'm not sure that this will impact RiF at all... in the end, you can still enter torment rifts using keys from normal, and you can still bounce between 95% complete rifts, killing endbosses as you go, it just costs you one key per boss kill now... which is basically nothing. RiF will also be the most efficient way to farm GR keys, too... exacerbated by the fact that you can enter a torment GR with a key from a normal-mode rift.
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"Some of the changes in Greater Rifts are also coming to regular Nephalem Rifts—like the way the completion bar will advance based on monster difficulty. In addition, we're slightly modifying the entry mechanism for all Rifts. All players will need to have a Rift Fragment in order to enter a Nephalem Rift; however, we’ve reduced the cost for entering a Nephalem Rift down to one Rift Fragment per character to compensate."
No more gain to letting runners in on your rifts (and reducing cost of entering a rift with a fifth). Well, guess it's a good thing I already geared up :<.
I'm pretty sure that's not gonna work. As I read it, you cannot join a rift unless you contribute a rift key. Otherwise there's no point in opening a rift with a full group, you would always disband, open, and invite your three friends.
Season 11 Necromancer vids: https://www.youtube.com/c/RavennWo
This really makes solo play much more compelling because no longer is there up to a 400% disparity in the number of keystones you have to supply to open your own rifts. No longer will co-op play directly translate to "more time in rifts, less time in bounties."
A much-needed "normalization" of the system. Two thumbs up if it goes live.
Having to waste 5 keystones to open a rift every time sucks, well when playing solo. So I always had to let people join my game for boss and open for me. Which overall I didn't like much, having to waste all that time then people stay in group sometimes 1-2 mins afterwards slowing me down. Now you can just casually farm bounty bags solo, which is alright if you can do T6 great xp and gold. Then when you've got 10 bags you've recieved 60 keys so you can do 60 rifts. Or you could speedfarm normal and get easy 200 keys and be able to open 200 rifts.
Playing in group just had way to much advantage over solo, 4 people opening. 5 keys every 4 rifts, that's just like having it 1 keystone per rift for solo. So yeah, if you're one of those who were spamming RiF only, you missed out on the game. You're supposed to play the game and get loot, not be in menu and get your gear for free at Kadala and then poof no reason to play.
Why should they? As a full group of four people you still pay about the same (5 now vs. 4 with this change) for a rift. That's what matters. RiF is just a symptom of the fact that if you do solo rifts, you end up paying so many more rift keys.
I'm 99% sure bounties won't be changed.
WD Season 8 https://www.diabloprogress.com/hero/finiar-1655/Kildare/84509816
Monk season 7 http://www.diabloprogress.com/hero/finiar-1655/MojoJoJo/42225505
DH season 6 http://www.diabloprogress.com/hero/finiar-1655/DeadShot/75655606
Angry Chicken http://www.diabloprogress.com/hero/finiar-1655/WhoDoVooDoo/68187610
What? Me worry?
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
Only thing i dont like is we have to wait till 2.1 for these 2 changes (including dex=armor), they should have been added in 2.0.6
Season 11 Necromancer vids: https://www.youtube.com/c/RavennWo
All this amounts to is a balancing between co-op and solo adventure mode. No longer will solo players be paying 5 fragments per rift while co-op players are paying as little as 5 per 4 rifts (on average). No longer will solo players have to do up to 4x as many bounties to open the same number of rifts. No longer will you have people trying to leech rifts in public games. These are all positives... well unless you spend your days trying to figure out how to get something for nothing.
As you said, RiF is just a symptom of how imbalanced the system of opening up the rifts (solo vs co-op) is in its current implementation. Having a 1 fragment per person per rift is really about as "fair" of a system as could be imagined. Everyone "pays" their way in. No more getting free blood shards just because you have a high paragon level.
If they're to fix anything about bounties it's the completely broken split-farming bit, which apparently they weren't OK with during beta, but now seem to endorse by silence.
This, so much this.
Reminds me of the "wtf? I need to pick up and salvage items to craft something?" thread.
Stop trying to game the system, just play the game. It's like running around in a first person shooter with a knife only to save & sell ammunition, but complaining about useless weapons and the danger of melee fights.
Doing RIF you realistically had to pay X number of keys per game to join and get the RG+Turn-in. (X being an average of rift tokens used to open divided by the number of times you've joined a RIF group). So it probably averages out to ~1 key per game anyway...
Net change is next to nothing to RIF.
Greater Rifts are another story.