Even GR110 bosses can be one shot. More rewards for harder content is a necessity. IMHO the whole difficulty/pairing system is a mess.
- Most of D3ās game content stops scaling at T16 ~GR75 (you donāt see this as a problem?)
- There is no way to filter groups beforehand for harder content. (I donāt want to do GR100 at 5k paragon, and new players with 500 paragon donāt want to die repeatedly in GR130+)
- Greater Rift is the only content, with a controllable difficulty setting, that can be set AFTER opening a game. (apart from downgrading your Torment level)
There are likeminded people who just want smash T16 rifts, which is totally fine --but there are also players whoāll enjoy running 8 minute GR140 rifts for 25 keys and a small chunk of exp. Or receiving a bounty chest containing 80 materials for clearing a GR130 equivalent bounty.
Why hold anyone back? Fear of loneliness? Too lazy to change the torment meter? People say ā āgo use a community to find your groupsā ā which can be mirrored back to those people who want to do low content, I mean the systems needed to accommodate lower content exist already, but they just arenāt present for harder content.
I hear this āit will divide the communityā comment thrown out a lot. I disagree. Much of the community is already avoiding public games. Most of the content produced by third party sites and streamers is focused on builds that solo clear content GR130+. There is a post on the DH forum, where the guy calls himself a virgin to DH, and he is asking for help clearing GR131+.
Look, we all need a place to go to find groups, but I think itās excluding to argue that more challenging game modes should not be created for players who want them ā even calling for no extra rewards.
You can see the byproduct of this attitude in public T16 rifts. Players farm keys as fast as they can to return back to the content they enjoy most, most often in a private game.
Furthermore, the addition of new content / game modes will further disperse the community ā so does that mean do nothing and keep things the same? Did anyone think that making existing content more challenging could draw players back to the game, thus increasing the population? Which could inadvertently help promote the franchiseās upcoming titles?
As echoed by others, the solid fix is to redo the Torment system so it reflects common difficulty settings that are needed in all stages of a season. Each bucket should be large and rewarding enough to attract players. This is how Iād break it down:
Mode |
Difficulty |
Bounty Mats |
Rift Keys |
Uber Drops |
DBs |
Normal |
Baseline |
3 |
1 |
1 |
1 |
Hard |
GR1 |
4 |
1 |
1 |
1 |
Expert |
GR4 |
5 |
1 |
1 |
1 |
Master |
GR7 |
6 |
1 |
1 |
1 |
Torment 1 |
GR25 |
8 |
1-2 |
1-2 |
1-2 |
Torment 2 |
GR50 |
15 |
2-3 |
2-3 |
2-3 |
Torment 3 |
GR75 |
22 |
3-4 |
3-4 |
3-4 |
Torment 4 |
GR90 |
27 |
4-5 |
4-5 |
4-5 |
Torment 5 |
GR100 |
32 |
5-6 |
5-6 |
5-6 |
Torment 6 |
GR110 |
40 |
7-8 |
7-8 |
7-8 |
Torment 7 |
GR120 |
50 |
10 |
10 |
12 |
Torment 8 |
GR130 |
80 |
15 |
15 |
15 |
Torment 9 |
GR140 |
130 |
25 |
25 |
18 |
Torment 10 |
GR150 |
200 |
40 |
40 |
20 |
I think itād be incredibly cool to open up GR150 ubers, or crawl through bounties, as a team, and get a decent reward / exp for it. I want to see if I can actually kill a goblin in time inside a GR150 ancient vault.