At the game have Greater Rift level 150, so why the Torment level interrupted at Torment level 16? (GR level 75)
Thatâs something I have been wondering also. There has been lots of discussion about the topic.
Most common reason provided by forum users (not these exact words, but thatâs how I read it) - they fear that if rifts and bounties cannot be run by anyone eyes closed with 500% speed, then Blizzard will power creep and ruin the game. Also that they couldnât re-balance the rewards properly and there would be too much drops. To me these are quite crappy reasons.
But I have never seen any comment from Blizzard why GR is the only part in game where there are real enemies.
Rifts and bounties are for farming. GRâs are for pushing the limits of your character. As it sits right now, a large number of builds can farm bounties and rifts. If they moved the difficulty level for bounties and rifts to T32, then there will only be a small handful of builds to choose from. Players would be forced to either play one of those small few of meta builds that can push the highest torment or play solo.
This game needs more build diversity, not less. If you really to need T16 rifts/bounties to be challenging, then donât play with a set or LOD/LON and see how high you can push. This way, you get your challenge, and the rest of us are not pigeon-holed into a build we really do not want to play.
They should unlock all GR150 difficulty to non-GR contents as well. This will shut down those haters that âOh I cleared T16 less than a week gg no re!â.
Also, it allows for those who are looking for a challenge in the campaign mode without intentionally gimping their characterâs prowess. Best of all you can fight Ubers at their peak or at the difficulty where their character donât âaccidentallyâ kill the ubers.
If rewards are the issue, I donât mind if the bounty and drop rate was capped at T16. You will be still getting the same bounty/rift rewards at T16 in GR100 Bounty/Rift run. Only experience will be adjusted according to the difficulty.
As Alexismad stated, rifts and bounties are for farming. People want do these quickly and efficiently. I canât fathom why some people would want do these on like T32 where completing a single bounty would last at least as long as the entire bounty run on T16. Doing bounties is already among the least liked activities in D3 anyway. And it would also hurt the build diversity which is already poor.
Certain specific activities like Ăźbers having their own separate difficulty scale would be acceptable.
âThis is for farmingâ is a player constructed mentality that not all players agree with. Simply making things harder with no increase in rewards is a bad idea, but there is still that subset of players that want a slower, methodical pace of play that is still rewarding. Donât confuse âmore rewardsâ with âunique rewardsâ either. Thatâs an even worse idea. Otherwise, playing garbage builds on T6 is not scratching an itch, in part because the higher reward exists at an exponential scale. Itâs a variant of the shared paragon argument, really, and how it needed to happen so people might play their non-max chars.
Of course, this also reflects the problem of split bounties. A group doing their own thing and finishing stuff in 10-15m is the sort of best reward we know at the moment. Doubling the difficulty, and in turn, doubling the time, should feasibly double rewards so youâre not technically missing out. If it turns out your build falls off somewhere in the Torment scaling and you canât do the 2x version, you still have the 1(.y)x variants to work with. âBut then everyone will be split into different difficulties and youâll never find a full bounty group!â is really saying, âSplits have been broken since the beginning and if challenge is enough to break this unintended superiority, keep challenge away!â Instead of, yâknow, giving the bounty system the overhaul itâs desperately needed (that Iâve clamored for many times over).
The Rift vs. GRift problem is otherwise a matter of the latter rejecting tradition. Time attack modes arenât really a normal form of play as established by the rest of the game. Monsters are supposed to drop things. You should be finding chests with stuff. Shifting all that to the RG while taking away the exploration element is stripping down the experience. Rifts should otherwise exist as an intuitive way to reset the game without actually resetting the game, and further providing a variability in challenge with map and monster compositions. This perk gets watered down knowing there are over a dozen torment levels of challenge and reward that remain arbitrarily inaccessible. Unironically, even the best âfarmingâ is still GRs that dwarf the T16 difficulty.
Moreover, the gates can be opened while bringing otherwise decent builds up to speed. New features can even be added to take advantage of additional unwanted loot or excess gold. The problem, same as then as now, is Blizzard has to want to do it and take the required steps to do so. Players may have convinced themselves that their opinion shapes the game, but it also works in reverse. We donât know an âactually balanced, hard D3â because it has never existed. Not in Inferno. Not in Monster Power. Certainly not in the Torment/GR era. This could require a squish. It could require changing how we level gems. The aforementioned bounty issue remains a no-brainer for me. We just need a team willing to do more than fart out some seasonal themes every 3-4 months.
Or an offline mode with mod support, but hahahahahahaha.
Seems I donât then belong to âpeopleâ group of your definition.
I canât understand how other people would be bothered if I would be provided a way of
farming that doesnât involve running 100km/h all the time without no stops to fight.
I always understood / liked Diablo as game where I fight some monsters and am then rewarded with some loot. Now all the other games modes except GR donât involve any fighting. They only involve way of getting more speed from environment and generic decision whether to pick pick stuff or just run.
Also during my D2 days I always played Hell even though Nightmare would have often been more optimal for a farmer. But I like to think myself (in a game) a fighter that farms, not a farmer that fights.
Alexismad gave you the solution:
They wont do it, and they shouldnt. Because of the goldbeltâŚ
As TGO points out many players would like an alternative to GRs for an endgame. The gold belt thing (Goldwrap) could be fixed by diminishing or removing its effect in torments above 16.
Yes, Iâve heard this. But what if âdonât try your bestâ doesnât fit my mindset.
What if Super Mario was also easy enough for all to pass first attempt, wouldnât it be more fun? And everyone wanting challenge could play with one hand!! Or half hand or with one foot if thatâs too easy also.
Again: what would be the problem allowing me to play tougher level? Rewards T16 level capped except for exp, just like Kilometer proposed. You would still be allowed to make speedruns at T16âŚ
They could really redo the torment system. 16 is too many levels and the ceiling is too low. I would much, much, rather get xp in the actual game world than exclusively in greater rifts. Itâs such a richer environment.

Players would be forced to either play one of those small few of meta builds that can push the highest torment or play solo.
Nobodyâs hand is forced to do GR150 pushes, or gem farming today, thereâs no difference having torments scale up to max difficulty. You go into a public grift group and youâll find all sorts of GR levels picked: GR90-130. That is how much variance Iâve seen lately.
I personally wouldnât want to see T32, but simplified T1-T10 or T1-13, up to GR150 makes a lot of sense.
Leave it up to players to decide if they want to crawl for more larger rewards or rush for more frequent ones. Today we see that exp farming is most efficiently done in rapid succession. This is NOT everyoneâs preferred pace.
One last point on this topic, there is nothing to work towards in the rifting/bounty side of the game. T16/GR75 is optimal at paragon 800, with mediocre gear.
This is bad for an aRPG â again there is no reason to augment a rift/bounty build, or optimize for anything but run speed. D3 needs more projects.

This game needs more build diversity, not less.
Fully agree here. More âAâ builds please, water down the âSâ tier.
I would also like to see higher Tier adventure mode, First for high Paragon players its such a grind to get only 22 bounties per game. I suggest, if you are able to complete higher tier bounties, lets say Torment 32. It would be more efficient for Higher Paragon players to farm.
Make the game fun again and not only rush GR all the time.

really to need T16 rifts/bounties to be challenging, then donât play with a
If you want to do something challenging, then go do some GRâs
Yes, agreed also if you want more challenging Alexismad you can reset Paragon pointsâŚ
Plus you have xp pools in regular. How much smoother would that be? Sheesh.

They should unlock all GR150 difficulty to non-GR contents as well. This will shut down those haters that âOh I cleared T16 less than a week gg no re!â.
Sure but they have been doing this in the last 5 seasons anyway. Zdps Barbarians finished GR150 after racketing thousands of Greater Rift keys one time, but we still had people complaining about game being too easy after playing T16 for 3 mins.
People always gonna look at the repeatable content, because thatâs what all Diablo 2 was about (even Pandemonium Event designed that way) and say âtoo ezâ to get a reaction. Get used to it.
How is this a even a solution?
T16 is trivial as soon as your 6th set piece is found. I predict the next counters as:
donât wear the 6th set pieceâŚ
donât equip a weaponâŚ
donât push the start button on rifts or bountiesâŚ
donât play d3âŚ
Play with yellow items, donât use your paragon levelsâŚ
And you have a difficult game.
But, a lot of players (Itâs not against you) prefer an easy game:
D2/D2R: Trade, D3: Sets