Does anyone else find grinding The Pit to get mats...boring?

D3 you had all you’re gear in the first 8 hours of gameplay. Everything was a loot :piñata:.

D3 held the players hand and no one went without anything from there instant gratification methodology.

Ok well I wouldn’t want that. Especially in this game where there really is nothing to do once you get said gear except grind the same pit.

I do however think they need to find some kind of balance of reward vs grind. I’d rather have the pit take longer but reward far more and also up drops of stingy stones. Maybe have some new rare gear that drops there. I don’t want to grind 1000s of the same pit just to upgrade the same gear I’m wearing. Having a singular piece of the same content that is only a few minutes long but having to do them 1000s of time creates monotonous boredom.

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Im glad pit is only mw materials. They are so boring but I do find super linear content boring. Go down hallway for 1-2 min and kill a boss.

Man I want actual rng dungeons maze.

Doing anything in this game just for a material is boring. I thought they figured that out when forgotten souls were locked entirely behind helltides.

This entire game has material-mania.

Farming bosses just for their materials is boring.
Farming the pit for materials is boring.
Opening helltide chests just for their materials is boring too.
This isn’t a D4 problem - In D3 farming those keyholder mobs just for their keys was boring as well.

Even in this thread you see people saying NMDs are more fun - you’re increase your player power modestly from them every run. The pit is boring cause it takes 4 runs just to get a single 11/12 masterwork on a single item. I bet if you could at least do 1 run for 1 masterwork rank people wouldn’t find it so bad. I’m no psychologist but I bet it would just feel better for whatever reason.

In general I wish they would just get rid of a ton of materials in this game. Does anyone want to have to farm angelsbreath? No?

Does anyone actually want bosses to be just a material collect-a-thon? Or would you prefer going through a free to enter dungeon and fight tormented duriel at the end?

Why does the pit cost 3 of whatever that rock is to enter?

IMO they just need to get rid of the material cost to a lot of crap in this game.

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That’s what I meant by… I’d rather them be longer than to have to do so many. Make them interesting. Have random events in them that maybe drop more mw materials. I guess then they would be just like nm dungeons then though. I’m not sure of the answer. I just know they get too boring to have to do so many.

I dont even do them I hate farming Mats just to fight a Boss for a chance for a drop ?? Make it like it used to be and allow all Bosses to be farmed all the time. I dont see how this game survives if we cant run Lilith, Andariel, Mephisto, Diablo, and Baal …

Thats all Im asking …

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Why can’t there be a real hell map similar to the campaign where you fight your way through hordes of enemies to get to each wing of every boss and have to do a FUN puzzle to get the wing open and then fight the boss. Make it difficult AND rewarding. Have every boss in there in different wings.

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Ive made it to master working level 8 on 2 different chars and seems to loose all interest in the activity after that, i have no desire to go for the last 4. kind of sad actually. good concept ( master working). Just needed to come up with a new system and not steal one from D3 that was a failure imo.

The thing with the pit is, it’s not incentivized to push high tiers, which would make it challenging and fun. Instead it’s made as a chore in order to get mats. So making the most efficient build to do lvl 101 as fast as possible is the goal. To get the most amount of NI per hour. It’s weird that the higher you go, the rewards start to diminish which makes no sense at all, again making it nonsensical to push any higher than 101. If you got better rewards, the higher up you went it would make it more fun/challenging versus it’s current state of its only a source of crafting mats

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Same here. I did all the NMD’s to get to 100 and then more to get Glyphs to 21. Then I’m faced with the Pit and by this time going back in is so boring I can’t bring myself to do it.

I have way more fun doing the Favor for Iron Wolves in Helltide.

I’ve made 4 100’s this Season and only have ever done 1 Item MW to 4/12 it’s so boring in the Pit.

I have some material to MW more but I’m so sick of Tempering I don’t like to go to the Blacksmith anymore.

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I think the biggest issue between greater rifts in D3 and pit runs in D4 is that you can actually group up with friends to run greater rifts without being penalized for it. In D4 you’re forced to play the pit solo or give up half of your mats and a chance at stones to play with others.

The drops at the end of the pit runs are very lackluster as well. You’re not incentivized to push for higher pit levels with the current system since there’s very little difference between the rewards for finishing a run at a higher level than whatever one you can farm in ~3 minutes besides a few obols that don’t matter and a few mats that you lose out on efficiency for. At least in D3, pushing higher rift levels rewarded you with better chances of upgrading your gems (even if you failed 5x 60% chance upgrades similar to missing 6 rolls on a 1/3 chance with tempering in D4), more blood shards that give arguably better loot than obols give you, and significantly more experience towards paragon levels. (The D4 team really shot themselves in the foot by making paragon part of leveling from 50 to 100 instead of making it something you get after reaching the level cap.) They took all of the things about greater rifts that made them good and decided to make them worse in an attempt to increase the longevity of the game.

The map layouts in the pit leave much to be desired as well.

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the whole game is now boring. You run Blood Mother over and over from 1-100, somewhere in there you drop off to run some 2tone NM dungeons with 4 different mob types. Come back to BM in the hope of getting some GA gear, then fall asleep at the keyboard on pits.

That is honestly not that far from the truth. Whoever thought getting no mob drop loot, to spam 2-3 minute pit maps, that you sit on loading screens for a decent portion of time, was a good end game activity needs to talk with more players or play their own game for hours and hours.

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complete random scenarios in a full 3D environment is almost impossible dude.
You cant ran domically generate it in 3D

Its all in tile work. They have all these dungeon tiles in static dungons. Its quite sad.

Yes nothing is going to be truly random in creating a map but they could absolutely create 1000+ tiles that get linked/generated in an RNG environment on load.

Well, depends when you did greater rifts. Closer to the launch of RoS (D3 expansion) they were rewarding. They were basically The Pit combined with the Paragon level up of NMD, so it was timed, no loot till the end, and you would level up your legendary gems. Nowadays, like most things in D3, the power creep is so insane, until you’re 100+ of GR they’re a joke.

D3 embraced power creep. For instance, they hand out sets every season, and it might take you a day, maybe three if you’re casual, to get them. Then you just blast through the game. I logged into my Demon Hunter from season 30 or season 31, and just blew threw Torment XIII like it was nothing, just holding down strife, instant kills with aoe bola. I did Conquest and the full season journey on that character with a solo player.

Blizzard needs new endgame…

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Yes, PIT, Nightmare Dungeons, Helltides, all get boring very very quickly. There is no long term progression of any of these systems, combined they are like 1% complexity of POE Maps system.

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If you could rollback a masterworking crit (ie. go from /12 to /8), it’d make those minute upgrades of gear that drive ARPGs at endgame much more appealing.

Because if your crits dont go right, the cost easily balloons to 1800+ neatharion and 30+ 101 pits to finishing working on a piece of gear gets daunting after the 4th time ngl.

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D3 GRs? =) =)
competitive, juicy, cooperative, solo, group, beat your previous Best motivation, via gear improv, and gameplay skills improv.,

against randomized dungeons, pylons, monsters types, boss types …, hence rewarding players w fresh unknown/exciting strategizing

Plus, there are leaderboards! = aka = It feels SOCIAL (yeah remote, and online us 9b earthlings. YET, still feels connected w one another via gaming Diablo.
=) =)

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They completely missed on designing the pits well.

Its always the same. Needs variety like the old system with prefix and suffix. Pits become item drops you load into the pit like a map from POE. This is needed so bad.
Players would gain a pit inventory tab to store just these items.

Couple examples:

Goblin Crypt of the Snake - Pit Common Token
Goblin -1 Pit has 1 treasure goblin that immediately drops loot when killed.
Crypt - Pit is a huge crypt with extra ghost enemies
of the Snake - Pit contains an extra snake boss and lower level masterwork materials.

Goblin Den of the Ages - Pit Rare Token
Goblin - Pit has 3 treasure goblins that immediately drop loots when killed. (Has 3 and not 1 because it is a better rarity token.)
Den - Pit is a large open area den that will complete quickly.
of the Ages - Pit chest contains a legendary with a max aspect

Hallowed Halls of the Lost Adventurer - Pit Mythical Token
Hallowed - Pit completed 100% faster.
Halls - Pit is long hallways with rooms. Each room has a resplendent chest that immediately drops loot. Rooms have extra elites.
of the Lost Adventurer - Pit chest contains 50m gold and 3 unique items with 1% for uber.