This is a joke right? Seriously this team needs to stop listening to the minority that think we need more torment levels for whatever reason. T16 just as easy as T13 was.
Stop. Listing. To. Idiots. There were/are far bigger issues in this game than creating false measures of ‘challenge’ for the farming side of the game.
Torment16 was needed somewhat, when they removed plvl point switching in GRs they were forced to buff sets overall to not budge the consistency of top clears.
At this time next year some of the kids will be crying for T30. More power, higher torments, more power, higher torments. When will this madness stop? Do other games similar to Diablo function like this? Instead of more torment levels just cut back on the number and make all of them harder. Two entry levels and five torments should work
I’m not a fan of Greater Rifts. I play mostly Bounties and Regular Rifts because I like to see the demons I’m slaying explode like pinatas and drop loot.
So T16 adds a higher difficulty for my preferred way to play. I’d prefer they stop with the power creep. But that’s not going to happen. So if that’s not going to happen, I do want a Torment difficulty to try and keep pace with the power creep.
Right now we need an equivalent of GR100 which is T21 I guess.
A problem with adding more difficulties is that some players (probably a majority honestly) see anything outside of greater rifts as farming and/or filler content and as such they would like to be able to run said content as fast as possible. However, adding more difficulties would also mean that the builds capable of speed farming T16 now, may not be able to do the same at a higher torment difficulty, which would only lead to people asking for buffs for their builds, which blizzard would eventually do for some classes and builds.
Then within at least week, we would have people once again asking for another difficulty increase, just as we’ve seen before when they upped the torments from 6 to 10, then 13, and now 16.
That’s not how the game is structured. Bounties/Torment being mandatory does two things promote build diversity and drive up the time played metric.
After a certain point bounties aren’t mandatory either, season or non.
Does it really make it more challenging or does it just extend the time it takes to kill mobs by .5-2 seconds? I’m not asking that in a sarcastic way; people sometimes confuse difficulty with time taken. I ask because, you know Goldwrap/Boon sort of take the teeth out of the added 3 torment levels.
I like the new Torments. The greater rewards means I now have to run less of them (rifts and bounties) for materials and keys. Was a quality of life change in the correct direction for me personally. More time to run GRs.
I’m glad you brought that up, I like the greater rewards as well. However I don’t think the most efficient torment for farming keys is actually 16.
Ok but breath farming isn’t just breath farming and the more rifts you can run per hour the more breath you get. Meaning that T16 may not be the most efficient because if I can squeeze in 3 more rifts at T13 per hour I’m going to get more DB’s overall. The only clear winner is bounties which I have to admit I like a lot for the increased reward.
T13 and T16 take the same amount of time once basic gear is found. Before then it does have a little extra challenge but goes away quickly. Speeds up rerolling.
I mean, I don’t run Boon and Goldwrap. So yes, the increase in damage the monsters do makes me have to play smarter especially if I am using a build that doesn’t just one shot the screen.
To be fair, t16 doesn’t take a lot of time for programmers to implement. It’s just copying and pasting the code from t13 and changing the hp, mob dmg, and rewards. It doesn’t take long for dev’s to do this.
I’m actually happy that t16 is out. More mats from bounties and better rewards in rifts. Even though t16 feels like t13 from before, this means I have to do fewer rifts/bounties.
My usual stance is that while something like a difficulty squish or re-scale might be the “better” option, adding more difficulties was generally the “easier” one for the devs to take in their current environment. As such, I would rather have T16 (or more) than to not.
The fact we still have people saying they’re not needed, that it’s still not really a challenge, speedruns at lower difficulties are still better, or that random niche builds might not work as well tells me, personally, that the higher difficulties are not actually rewarding enough. Builds are another issue and not always as simple as just buffing them due to possible interactions with others, but it’s something I’d say needs looked into if appropriate. The concept that 95% of the game’s existing content should just be “turn your brain off” for farming has always been a problem. Of course, this also doesn’t preclude me from wanting an overhaul to the bounty system, or namely the removal of splits while enforcing team play mechanics. But again, another issue.
In the end, legitimately challenging yourself should be meaningfully rewarded, while the option to take an easier route will otherwise still exist if you want a more mellow experience. GRs are not, and have never been, a content substitute despite their prevalence over the years. In principal, I’d argue that normal rifts have been the better version because they don’t strip away as much, but they’re also locked to overall game difficulty.
For now, the next simplistic route should simply be to be done with hard Torment caps and instead lock what the character (not account) can access relative to a solo GR clear. If it turns out you can do a T25 equivalent, then congrats, you’ve unlocked T25. Anything higher or lower would be available relative to player skill or the 150 GR cap. If they come up with a different solution, great. However, anyone thinking that T13 was fine, even before set buffs, will remain bonkers in my eyes.