Changes to bounties as a solo player

But in groups you’re denied from doing anything else like goblin hunting. Though some times they clear rainbow land without telling anyone else about portal.

Well, it does pop up in chat when one is engaged in combat.

Chat doesn’t exist in most of versions.

Well, seeing as this is general I only speak for PC, console has their own forum.

Groups are not any faster than solo for normal rifts if you have a fast build.

In an open map four guys with fast builds beats one guy with fast build.

Not having an incentive to group up is different from “clearly better to play solo”. The two should just be equal, then since you like playing with others you would choose that, since it would be the same in terms of rewards:

Yeah, while this is a bad way to balance it, and solo vs group should be balanced equally for each activity on their own, as long as grouping is insanely stronger in Grifts and bounties, it is acceptable that solo would be better for DB farming.
Not great, just better than if grouping was best for everything.

Equal would be fine with me but it is still my opinion that groups should be a little better to promote more interaction with the community. It used to be about equal, there was only strength in numbers that made group NR’s slightly better.

Fastest solo player beats a 4 man on every other map.

If the fastest solo player has 3 just as fast mates, how in any sort of math would they be slower combined than solo?

The fastest player ties the boots of the other 3 together.

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In certain maps that are constricted (i.e. only one path to go), the group can’t realistically spread out far enough to be noticeably faster. Most of those maps thankfully were removed from the rotation in GRs, but remain in NRs (solo loves these maps because everything is so easy to find and blow apart, though can be dangerous at T16 if one isn’t paying attention to the mob types). A keeps map for instance will net slightly faster clears with a group, but the players might not really notice it without timing it with a stopwatch/phone app or something. If doors were removed from keeps type maps and branching paths that all lead to the exit were added to sewers type maps, then all maps would essentially be equivalent to an “open” map.

In any case, a boost to rewards for solo and a solo locked game mode would really be appreciated. It would make the mode feel worthwhile finally vs. feeling like it’s just a chore with a pittance for a reward.

The fastest player will kill everything before anyone else has a chance to help and would be even faster solo because the monsters have less health and follower buffs.

Properly geared you one shot things regardless.

Certainly, you won’t be faster in a group in that scenario, but I really don’t see you being slower either.

Group NR’s and Solo NR’s are about the same speed.

I don’t think this would apply at any time soon but I have a suggestion. Let Solo players take on “kill this boss” quests optionally and be rewarded with slightly more gold if they oblige from the resulting Horadric Cache.

Only Act IV bounties are rather unique on their own to not have any boss kill bounties at random. That means, when you count all non-boss kill quests at the other Acts it always 4 each and for Act IV it’s completely randomized whether you get a quest of killing a boss or not.
This is a model that sounds fair to me and more gold from caches sound like a good deal if I were to clear all 5 acts with all bounties on them each, no exception. Perhaps, it’d make more sense if you’d get less crafting material when you finish four quests but the same amount of gold per cache, while completing all five in a solo game grant same amount of crafting material and slightly more gold.

Let me give an example; as a solo player, I want to clear Act I, II, III and V, there’s always one of the quests appear as a boss kill quest. As a solo player, I have the option of skipping this boss kill quest and only clear 4 quests for Act completion.
Anyhow at Act IV, things slightly change and I may have to clear all 5 quests in the whole Act as there are no boss kill quests. Sometimes to my luck, one of the quests appear as a boss kill quest in Act IV as well and I get to get away with only 4 quest completion. My rewards will be slightly less upon doing so however.

Again, I have no hope for them to apply this model or a similar model. I don’t think they will make solo way easier with noticable rewards or group play way harder. Game is designed to entice you into grouping up while keeping solo play accessible for everyone.

For instance, I find Nephalem Rifts extremely boring but they’re boring for a reason; to make player forced to group up. Perhaps I’m imagining things and it’s a failed design pillar but I can’t make an excuse otherwise. Similar deal apply at Bounties and they take less amount of time when grouped up.

A good group is usually faster than solo, like you said in an open map you can spread out, also in groups usually 1 person goes to town at 90% and speaks to orek to reduce closing time. Only thing is in plague tunnels, barracks, sewers, caves you are just running after eachother.
But even high end players do keys mostly solo now because you can do keys in the “off time” when not doing grifts or when your friends are offline.
Pub games mostly dont consist of good players, like in bounties some people dont even use a speed build and then complain about the monk who is in floor 3 while they are still on floor 1.

There’s easy fix:
Nerf monk and barb.

First you bash on dh’s and wizzes, and now barb and monk? And what do they have to do with 4man NR or solo NR…? And how you gonna nerf it? Nerf ingeom? Nerf dash? Nerf ww?

In the case of D3 there is only one right answer:
Nerf everything.