GR density and rift density need balancing on ptr.. It appears that the new algorithm spreads the density across all Floors of a rift ? Current meta involves skipping large portions of maps or entire floors to search for denae enough areas to kill elites with area damage from mobs.. If these ultra dense map s and tiles are removed it's likely there will ne a negative power creep in 4 man clears.. There simply won't be enough trash to kill Elites. Spreading trash out doesn't make a better Gr experience unless the density is sustained.
A couple solutions would be .. 1 . Nerf elite health to make it better balanced with trash health in high grs 2. Increase gr density all together 3. Increase elites progress globe value to make up for having to sit in a room killing an Elite after all the trash is Long since dead.4. Balance the freaking mob type progress values! Don't make us fish for floors with certain mobs
Being forced to skilp elites you can't kill because it would take 5 minutes without density is not good for gameplay . I'm also speaking only to high leaderboard pushing ... These GR changes will not effect ll players who run lower GR since elites and trash die quickly anyway .
Being forced to skilp elites you can't kill because it would take 5 minutes without density is not good for gameplay . I'm also speaking only to high leaderboard pushing ... These GR changes will not effect ll players who run lower GR since elites and trash die quickly anyway .
The point is that people skipped 50% of maps until they found a massive density location.
That is not possible anymore, and that is a good thing. This will not affect the lowbies as you said, but it will not hurt the top end either.
Finally, you need to use skill to CREATE Density! Dev Crew, please continue to make more changes that reflect the skill of players, thanks and have a good day!!!!
hm I was kinda excited about these changes because I love slaying monsters, that's why I play Diablo, but it's sounding like I interpreted it the wrong way. I was under the assumption there was going to be more overall.
I hope that this change doesn't make GRs more "sterile" excel fest. In a game, it's a good thing to have some unexpectences, it's what makes game more alive. Other change was clearing the entrance of the level enterings. I've had many ruined grifts when my fragile DH has had 2 rarebosses right at her face when entering the next level. And that's fine, that's life.
They need to remove area damage from the game. Not only it creates an incentive to fight only big packs of mobs but it also creates lag. It's just shit.
nothing new to me - that blizzard doing bad every patch. they don't play gr at all by themselves.
Some of you guys are happy with this stupid changes, but try to do something high, like 113+ in this meta, you will simply realise that grouping mobs, stacking area damage and fishing for good dencity is the only way.
area dmg can be removed if sets and other dmg bonuses will be improved like x4x5
nothing new to me - that blizzard doing bad every patch. they don't play gr at all by themselves.
Some of you guys are happy with this stupid changes, but try to do something high, like 113+ in this meta, you will simply realise that grouping mobs, stacking area damage and fishing for good dencity is the only way.
area dmg can be removed if sets and other dmg bonuses will be improved like x4x5
you are an idiot. it doesnt matter GR 113 or GR 2. grouping as many mobs & stacking is the fastest and easiest way even though Blizz never intended for it to be this way.
hm I was kinda excited about these changes because I love slaying monsters, that's why I play Diablo, but it's sounding like I interpreted it the wrong way. I was under the assumption there was going to be more overall.
There is, a common trend here is people not understanding what it means to pull and group mobs.
When you run from tile set to tile set, there are now more mobs spread evenly across the floor. This helps maintain buffs for certain classes etc.... Such as movement for Raekor Barb ( I LOVE THAT I CAN CHARGE THROUGH AN ENTIRE RIFT AGAIN WITHOUT ANY REAL ISSUES!!!).
The bottom line is that people who have an issue fight each little mob they see, but that is not optimal.
Optimal is to pull those mobs with you and create a stack in a large area.
That being said, I would love if they removed Area Damage and the game was not about stacking large numbers of creeps together. This would be a solid nerf to all classes that could bring a much higher level of build diversity back into the game. Which would be much welcomed on my end! I do not need big numbers, I just like to do many unique things near the top level of competition, and right now that simply is not possible for most classes.
I'll have to try it myself on release, or download the PTR and see how it is on there, but from all the PTR videos I seen, there's a huge scarcity of monsters to fight ><. Not sure if those are the exception, or if they just had bad luck or what.
I do agree about the whole area damage thing. It's fun to fight huge amounts of monsters, in and of itself, to me. But being rewarded with splash damage being as powerful as it is is just too effective to pass up.
Been playing my wizard as allways, 460 plvls atm in season 9 testing and grift 76 down atm.
Alot of new maps, mobs in the new system, overall im worried. On this last 76 clear I got to floor 5 "end" killed all packs and was @ 88% progress. In other words I had to backtrack and kill white mobs to get the 100% progress.
Overall I think they are trying to make the system better than it is on live, but with all the new VERY wired map types and the way they put monsters in there is sadly potential for some insanly BAD maps out there but also very good ones where the new spread out white mobs help.
Overall I think the new system needs abit of tweeking, and sins the old system had so few maps it was easy to somewhat not have the big disasters that I see now and then on PTR atm.
I do not see an issue with the progress.
It simply means that you skipped to much/did not stack properly as you went through.
I actually like it if they put maybe 105% total progression into the map. Making you kill what is present instead of skipping for what is preferred.
That would be a culture shock, I admit, but it is needed, as the current system of skip skip skip kill skip skip skip is beyond acceptable.
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GR density and rift density need balancing on ptr.. It appears that the new algorithm spreads the density across all Floors of a rift ? Current meta involves skipping large portions of maps or entire floors to search for denae enough areas to kill elites with area damage from mobs.. If these ultra dense map s and tiles are removed it's likely there will ne a negative power creep in 4 man clears.. There simply won't be enough trash to kill Elites. Spreading trash out doesn't make a better Gr experience unless the density is sustained.
A couple solutions would be .. 1 . Nerf elite health to make it better balanced with trash health in high grs 2. Increase gr density all together 3. Increase elites progress globe value to make up for having to sit in a room killing an Elite after all the trash is Long since dead.4. Balance the freaking mob type progress values! Don't make us fish for floors with certain mobs
Oh no we don't we can't skip entire floors because there's no more fishing for that 'super dense' spot on one of the maps? Good.
Thanks for the input .. Just want others feedback as well
Being forced to skilp elites you can't kill because it would take 5 minutes without density is not good for gameplay . I'm also speaking only to high leaderboard pushing ... These GR changes will not effect ll players who run lower GR since elites and trash die quickly anyway .
That is not possible anymore, and that is a good thing. This will not affect the lowbies as you said, but it will not hurt the top end either.
Finally, you need to use skill to CREATE Density! Dev Crew, please continue to make more changes that reflect the skill of players, thanks and have a good day!!!!
hm I was kinda excited about these changes because I love slaying monsters, that's why I play Diablo, but it's sounding like I interpreted it the wrong way. I was under the assumption there was going to be more overall.
I hope that this change doesn't make GRs more "sterile" excel fest. In a game, it's a good thing to have some unexpectences, it's what makes game more alive. Other change was clearing the entrance of the level enterings. I've had many ruined grifts when my fragile DH has had 2 rarebosses right at her face when entering the next level. And that's fine, that's life.
Is it me, or is it harder to kill on the PTR in Gr's ?
My kick monk is used to do 75 solo within <5 min. And on the PTR I can just do a 55 with 10+ min...
They need to remove area damage from the game. Not only it creates an incentive to fight only big packs of mobs but it also creates lag. It's just shit.
nothing new to me - that blizzard doing bad every patch. they don't play gr at all by themselves.
Some of you guys are happy with this stupid changes, but try to do something high, like 113+ in this meta, you will simply realise that grouping mobs, stacking area damage and fishing for good dencity is the only way.
area dmg can be removed if sets and other dmg bonuses will be improved like x4x5
There is, a common trend here is people not understanding what it means to pull and group mobs.
When you run from tile set to tile set, there are now more mobs spread evenly across the floor. This helps maintain buffs for certain classes etc.... Such as movement for Raekor Barb ( I LOVE THAT I CAN CHARGE THROUGH AN ENTIRE RIFT AGAIN WITHOUT ANY REAL ISSUES!!!).
The bottom line is that people who have an issue fight each little mob they see, but that is not optimal.
Optimal is to pull those mobs with you and create a stack in a large area.
That being said, I would love if they removed Area Damage and the game was not about stacking large numbers of creeps together. This would be a solid nerf to all classes that could bring a much higher level of build diversity back into the game. Which would be much welcomed on my end! I do not need big numbers, I just like to do many unique things near the top level of competition, and right now that simply is not possible for most classes.
I'll have to try it myself on release, or download the PTR and see how it is on there, but from all the PTR videos I seen, there's a huge scarcity of monsters to fight ><. Not sure if those are the exception, or if they just had bad luck or what.
I do agree about the whole area damage thing. It's fun to fight huge amounts of monsters, in and of itself, to me. But being rewarded with splash damage being as powerful as it is is just too effective to pass up.
It simply means that you skipped to much/did not stack properly as you went through.
I actually like it if they put maybe 105% total progression into the map. Making you kill what is present instead of skipping for what is preferred.
That would be a culture shock, I admit, but it is needed, as the current system of skip skip skip kill skip skip skip is beyond acceptable.