I think they want to leave GR150 cap at place so people could more easily group.
This would be the right decision as long as they add both:
- Pure paragon LB (aka the D2 LB)
- Tier progression to Challenge Rifts
This would create more adequate competitive environment since the players would have an efficiency contest not mixed with skill, and pure skill contest.
Also, they could uncap GR150 at Non-Season only with capping the gem levels at 150 so Seasonal players won’t brag they are forced to play NS to increase gems. This will preserve the current competitive scenario.
I wrote at the old forums about all possible competitive options D3 has:
The competition in an aRPG could be organized as follows:
1] Game mode comparing grinding, dedication and time put in the game
2] Game mode comparing skill
2.1] Game mode comparing skill and luck
3] Game mode comparing efficiency
3.1] Game mode comparing efficiency and luck
4] Game mode comparing 1] + 2]
5] Game mode comparing 1] + 3]
6] Game mode comparing 2] + 3]
6.1] Game mode comparing 2.1] + 3.1]
7] Game mode comparing 1] + 2] + 3]
7.1] Game mode comparing 1] + 2.1] + 3.1]In D3 what we have atm is:
A) Season - case 7.1] from the above
B) Non-Season - well, again case 7.1] from the aboveHow the D3 competition could look if we had to incorporate all the categories from above:
1] Total time spend in-game playing - well, that is what a ladder for comparing the pure grinding, dedication and time put in the game is. It’s pretty absurd, but some mega dedicated guy who could be super low skilled and super inefficient would be first on it.
2] This would be Challenge Rifts with tier progression (in order to have a pushing activity) and meaningful builds (in order all skills to be used during the Rift for maximum skill check).
2.1] This would be a Seasonal mode with caps, where people fish and push.
3] Pure efficiency ladder would be a timed league with zero RNG (same item drops for everyone), which revolves around completing fast times GRs (long time GRs would involve a pushing skill).
3.1] An efficiency and luck ladder would be a timed league, which revolves around completing fast times GRs (long time GRs would involve a pushing skill).
4] This would be an infinite stack of Challenge Rifts with long time snapshots at 14 minutes and above (in order to have a pushing activity). The ladder should be sorted by who completed the most number of CRifts.
5] This would be Non-Season in which the maximum GR is capped at 100. The ladder should be sorted by the highest paragon level reached.
6] This would be a timed league with zero RNG (same item drops for everyone), which revolves around completing long time GRs (in order to have a pushing activity).
6.1] This would be a timed league, which revolves around completing long time GRs (in order to have a pushing activity).
7] Season/Non-Season with a static GR for LB pushing.
7.1] This is the current Season/Non-Season case.