A big long cave map with so few monsters to fight. I think I only killed like 40+ monsters (encounter like 5 or 6 monsters every 10 seconds of walking) overall with 2 or 3 elite groups from the entrance to the exit of this cave map.
Seriously, I think Blizzard either removes all forms of “cave” maps from the Rift or just makes a smaller “cave” map with decent monster density.
I think I never had a good experience with a “cave” map whether in Nephalem Rif or Greater Rift so far.
I mean, even if excluded open maps, maps such as Plague Tunnel, Hall of Agony, or maze-type map such as Barrack are still favorable map to run as it has a decent monster density.
Why do you think rift fishing is a thing? If you get a bad map with terrible density, it can cost the entire rift.
It can severely impact the clearing speed. Some builds are super dependent on having as little obstacles as possible and/or as high density as possible. Even when doing speed GRs, the maps and densities you get can cause several minute differences in clearing speeds.
That just shows you haven’t played any density dependent builds.
Have you ever played Captain America build for example? It’s woefully underpowered by current standards but super fun to play. However, if you don’t have density, you don’t have damage. Clear times even at the same GR level can vary by several minutes depending on maps and densities.
Even if a build is not dependent on density, the density and the monster selection still dictate how much progress you get. Having enough DPS is irrelevant if there’s not enough to kill.
Seeing that you’re a grand total of paragon 629, we can probably conclude that pushing the limits of what your chars can do is not something you spend much time doing, which incidentally is where rift layouts and density plays a major role.
GRifts need more map diversity, not less.
And yes, fishing is bad, but that should be addressed by prohibiting fishing, not by making everything the same.
I personally can tolerate “cave maps” if there’s enough density and as little obstacles as possible. The actual caves (the literally cave maps) are a bit too narrow in my opinion for GRs.
The biggest issues which need addressing:
Density. All GR maps need to always have somewhat equal density, currently they don’t. Only certain maps like Battlefields of Eternity have consistently good density.
Doors. Seriously, get rid of the doors. The Barracks and Ruins of Corvus maps are already a bit of spaghetti, the doors are just an unnecessary annoyance.
I don’t understand why they kept those horrendous abominations and got rid of Westmarch and Waterways maps. Makes about as much sense as hubcaps on a tractor.
If there’s lower density in a layout for sure then kiting some monsters on your tail, will be rewarded nicely. Also you ought to do a detour before you head to exit for maximum efficiency in low density floors. You need to trek back for clearing most of the map then head to the obvious exit direction at full speed. For this to apply, you have to have just enough toughness so you can endure some extra hits from out of reach threats; which doesn’t really apply in a scenery where you “push” your boundaries.
In short; map layout is fine, and it’s fine if you’re not up to par yet. You learn new things, adapt a new plan and come up with something later to improv. Bad randomization will always be served as a key sink in this game and I doubt it’d change soon.
If you leave a GRift before the timer runs out (unless the RG is killed obviously), you should just get a debuff preventing you from entering a new GRift for the same amount of time that remained in the GRift.