Hell tide redesign thread - please post your suggestions or thoughts here

Dear Blizzard team,

The 55 minute helltide thing is kind of clunky. I understand you are dropping in the 5 minute break there to get the cinders cleared out on the new helltide, maybe just cap us out and leave the helltides running?

Sometimes, I say to myself, let’s do helltides, I look at the time it’s like x:40, and I generally decide not to do it because of the swap over.

that Makes 1/4 to 1/3 of the time potentially non-helltide for me.

Also the 55 minute forces me to exit sometimes early, never to return for the gaming session. Kinda breaks things up in a weird way.

I imagine these were not part of the re-design goals.

There is a sense of urgency that we had before that forced us to treat helltides as a rarer access event. So we would generally not leave for world bosses or legions. Things flow better now so it’s more smooth to allow us to just move in and out of helltides without this clunky 5 minute layover / reset.

Thanks

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The entire system is uninspired. As it stands now, Open World is an absolute joke so having Hell Tides there is just a mindless grind. My characters tend to be lvl 50-60 when I am going to WT4 and I can immediately rush to farm Hell Tides.

Considering NMD is really the only semi-challenging content, and although it is a bad idea, might as well just have Cinders drop there and have Chests in each one you open at the end or something.

I would rather see Hell Tides scale and be more challenging (rewarding) with different events and objectives in them but Blizzard seems reluctant to touch Open World for whatever reason.

4 Likes

This and all its permutations re: Helltide have come up so many times.

I’ve injected this into many posts and directly requested it, rationalized it and laid it out in a nice framework:

Helltide “downtime” should be on a 15 minute schedule.

Up until the Helltide “Fix rework” we had 4 flavors of Helltides.
On the:
Hour - no rotation.
Quarter Past: 45min ~ 15min
Half Past: 30min ~ 30min
Quarter til the Hour: 15min ~ 45min

I proposed and pleaded for them to set the HT downtime to 15 min.
We keep the 4 Chest Rotations and 75% of the HTs per Day are double X Chests.
Players can choose to pop in for a quickie if it begins ‘on the hour’ or can plan for a rampage 4x LS etc run because they know there’ll be a rotation.

Again this is in keeping with the Dev “philosophy”, no Cinder carryover and what’s the best middle ground with Player choice and agency with keeping inline how HTs functioned initially.

Remember the issue was - they’re too infrequent.

This system would have 16 HTs on 15min downtime with 3(.2 overlap) random per day repeating.
A given day could have 5 Hourly, 5 Quarter Past, 5 Half past and 4 Quarter til the hour.

A System which removes the egregious “Character Swap” to maximize LS chests in a given run or ‘might as well walk away’ because you’re 2-and-done with LS if that’s the case - AS it stand now.
For the hardcore sweat grinders = who can and will DO IT Anyway - they can swap out to their hearts content.
The Average Player will have access to 12(+3.2) Chest Rotations per Day.
That’s a win win imo.

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Thanks, I really didn’t think about maximizing chest access.

The other thing they can do is reset chests every 30 minutes.

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That, right there is certainly the path of least resistance.

I sought Middle Ground - you with:

is exactly the point of…

  1. Standardization for familiarization and expectations for Players(Agency and Planning/Expectation etc).
  2. Ease of modification for Devs

2/2 Chests per HT.
Everyone happy.

The only problem is - would it be 30/25?
Would it be 30/30 no downtime?

My suggestion was based on a downtime which was part of core design and maintained in their ‘fix’ to HT which gave a 5 min downtime.
Middle ground.

Hard to fit yours in with their “philosophy” though your solution makes the most sense overall and is the most equitable…

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When I played this game, helltides were always my favorite part, aside from the world bosses and legion events. The dynamic has potential, but it lacks the necessary ingredient of interesting items or any reason to farm.

Nightmare dungeons are by far the worst part of this game tho. As far as gameplay goes.

maybe they should have 2 helltides up at a time, and one with scaling up to the equivalent of nm 70, 925 drops.

BTW got an andarials out of a cache drop today, Pretty stoked.

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Thats pretty lucky… you hear about the andys curse tho? If your first uber drop is andys you wont get another uber

Some one on these forums (I forget the name sorry) had the suggestion to have Cinders carry over between Helltides, but have a cap of maybe 2K (obviously adjustable). So people wouldn’t feel like they were wasting their time if they came in at the tail end, or didn’t have enough time to fully commit to farming enough cinders to get one of the higher costing chests.

we definitely need a “helltide AF” option; nm 70, 925 drops as you said, but also more density, more cinders, etc

at least kixxartherax should drop 200 cinders

helltide is fine. no need to change a single thing. let’s get an armory to swap paragon boards from pvp/pve/gauntlet/ubers etc.

I would say this would be extremely low on the list of things to do. They already changed helltides and now you can basically go get yourself 10 living steel any time you want. So many other things they need to fix, before addressing any other helltide concerns, but if they did, then the only thing I would like for them to do is increase the respawn rates in there. And the Helltide boss should drop better stuff.

I don’t think the fixes are that hard to do, it’s not like we are making massive changes.

It’s more about timing and resetting / access.

I understand that this isn’t the highest of all priorities, but then neither is fixing certain bugs - but should be added to the list of things that need to be refined a bit better sometime along the course of it’s development - however long it might be…lol.