there was always this table that showed the db, keystone, machine drops per torment, did it get updated this time around and does anyone have a link to it?
I guess it depends on you and what you find fun. Me myself think anything under 7 min is fine, be Rifts or Grifts. I'm doing T13 at the moment, much more interesting as a Shenlong solo monk build since things survive a little longer.
What is "efficient" for you? What is fun for you? Can you combine them?
Many people are going too high in terms of efficiency, simply because they feel higher is better or they "feel" very overpowered. Also, some builds shine when mobs live longer or have more HP (like all pet builds, Jade WD) or in general are more efficient on higher difficulties (Tal Rasha's, LoN Bombardment Crusader) and less efficient on lower difficulties. It also comes down to fun. In general in terms of efficiency: as soon as you have to *stop* to kill something (instead of just rushing through) you would most likely be more efficient if you lowered your difficulty. For example, as a UE DH, you want to Vault, shoot, Vault, shoot, and be able to kill so fast that you're almost running out of discipline from vaulting (as opposed to standing still and shooting 3-4 times at an elite). As a Chicken HT WD you want to absolutely one-shot elite packs; if they are not dead after one explosion, lower difficulty.
The game has an incredible power creep and you feel incredibly powerful, but unfortunately the reward scheme for Torment rifts (not for GRs!!) is so flat that going lower (and going faster) is almost always better. The only reason why we're going a bit higher in the beginning is drops, in particular Death's Breaths, when you get constant upgrades and need to enchant everything.
TL;DR: Lower is better and the general answer to your question is "NO". T13 might be cool for some people's self esteem, but it's not efficient unless you're really well-geared (i.e., close to full ancient, paragon 1000+, very high gems). And at that point you most likely only need keys, for which T13 will almost never be the most efficient difficulty.
Hm yeah, sort of agree. However, every now and then you might get a cave map... I don't like those average times because it depends more on map than anything else. I was trying my new UE DH yesterday (2nd class) and it took me ages (probably way more than 5 minutes). My friends who had been afk in town joined the rift and where like "why the f is it not clear yet" and then realized I was on level 6, with all levels empty cave maps. Can't really do anything about that.
That being said, if you get an open rift (like Desolate Sands, Fields of Misery, Cemetery, ...) you might want to stop the time and if it takes a lot more than 2 minutes to clear than you're not fast enough and should lower the difficulty. An open, single-level map with good density is a much better measurement than RNG-based "average clear times".
As question says, is it worth going up to T13?
Haya sums it up pretty well.
Just play the build you want, but keep in mind that you are most "efficient" when clearing a rift in 3-5 minutes.
T13..
there was always this table that showed the db, keystone, machine drops per torment, did it get updated this time around and does anyone have a link to it?
edit: got it, http://d3resource.com/difficulties/
Season 7 Hardcore Demon Huntard #14 @ GR78
Unhallowed Essence Multishot Guide
Kind of depends on your build, paragon level, gem levels and augmentations. For me, T12 seems to be the “sweet-spot” until I reach P-1000.
t13 is slow for most speedfarming builds sub para1500
so t10 still.
http://www.angryroleplayer.com/
http://www.youtube.com/c/angryroleplayer
https://www.diablofans.com/builds/105329-2-6-7-rend-bleed-whirlwind-gr130
https://www.diablofans.com/builds/105301-2-6-7-fist-of-the-heavens-aegis-of-valor-gr110
Tal wizard clearing t13 so fast I can't even get EB to proc. DH multi shot also still 1 hitting everything. Ahh I love playing OP classes
I guess it depends on you and what you find fun. Me myself think anything under 7 min is fine, be Rifts or Grifts. I'm doing T13 at the moment, much more interesting as a Shenlong solo monk build since things survive a little longer.
What is "efficient" for you? What is fun for you? Can you combine them?
Anyting over 4 minutes is terribly slow.
http://www.angryroleplayer.com/
http://www.youtube.com/c/angryroleplayer
https://www.diablofans.com/builds/105329-2-6-7-rend-bleed-whirlwind-gr130
https://www.diablofans.com/builds/105301-2-6-7-fist-of-the-heavens-aegis-of-valor-gr110
At the bottom of this chart:
http://d3resource.com/difficulties/
I've linked the thread which tries to exactly answer this question. Here's the link again:
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/208767-patch-2-4-2-gr-keys-and-other-changes-what
Many people are going too high in terms of efficiency, simply because they feel higher is better or they "feel" very overpowered. Also, some builds shine when mobs live longer or have more HP (like all pet builds, Jade WD) or in general are more efficient on higher difficulties (Tal Rasha's, LoN Bombardment Crusader) and less efficient on lower difficulties. It also comes down to fun. In general in terms of efficiency: as soon as you have to *stop* to kill something (instead of just rushing through) you would most likely be more efficient if you lowered your difficulty. For example, as a UE DH, you want to Vault, shoot, Vault, shoot, and be able to kill so fast that you're almost running out of discipline from vaulting (as opposed to standing still and shooting 3-4 times at an elite). As a Chicken HT WD you want to absolutely one-shot elite packs; if they are not dead after one explosion, lower difficulty.
The game has an incredible power creep and you feel incredibly powerful, but unfortunately the reward scheme for Torment rifts (not for GRs!!) is so flat that going lower (and going faster) is almost always better. The only reason why we're going a bit higher in the beginning is drops, in particular Death's Breaths, when you get constant upgrades and need to enchant everything.
TL;DR: Lower is better and the general answer to your question is "NO". T13 might be cool for some people's self esteem, but it's not efficient unless you're really well-geared (i.e., close to full ancient, paragon 1000+, very high gems). And at that point you most likely only need keys, for which T13 will almost never be the most efficient difficulty.
That being said, if you get an open rift (like Desolate Sands, Fields of Misery, Cemetery, ...) you might want to stop the time and if it takes a lot more than 2 minutes to clear than you're not fast enough and should lower the difficulty. An open, single-level map with good density is a much better measurement than RNG-based "average clear times".