PiTS Have some problems

I Have two problems with PiTS.
1: if we Will do high PiTS IT Is problem that we need wide enviroment for big density. So we spend So much time to find right enviroment . IT was same problem in D3.it has to be fix somehow. IT Is so anoying to looking for again And again . Maybe we can choose enviroment ,if Will be more fun 2: enviroment has just a few floors. Sometimes i finishing last floor And dont Have enought monster Killed. So i need go all way back a kill monsters from prewious floor . If we push PiTS Is deadly . They need add more floor in pits .
PiTS Is ONLY endgame in this game i think this need some quality of life

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I am not 100% sure but I believe that if you kill all the enemies in the second level, the Boss portal will appear even if the progression bar is not completely filled. You shouldn’t need to go back to the first level. If the Boss portal didn’t appear, it means that there are still enemies somewhere in the level.

I usually try to completely clear the first level before using the portal to get to the second one. I never had to go back.

I do think they should reduce the amount of credit you get per monster kill but increase the amount of monsters. Also decrease all of their health but have that compensated by how many of them there are. It would make the pit a more enjoyable experience.

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The biggest problem with the Pit is its boring just like greater rifts. They are one in the same.

The linear A to B is exceptionally boring.

Meh. Pits are bad anyway, and the overall map designs are usually even worse than how I remember D3 GRift. With most builds, past one point, you bring every mob closer together or destroy entire screens, so only if you go too fast to the second floor will you ever end up backtracking. You make that mistake a couple of times, and you learn to clear the first floor a little bit more adequately. There are usually plenty of mobs on both floors.

Backtracking happens to me like… less than 10 times every season, and I run hundreds and hundreds of pits.

Anyway, unless we’re talking Pits 105+ with a non meta build (and even there it’s virtually useless), you’ll probably have enough time to kill the boss even if you backtrack. If not? Leave the Pit and try again.

It’s not really a big deal.

It does not. I’ve had to go back to first level to kill things I ran past before to get the boss portal to appear.

Yepp, been there, done that. And I noticed that they have dead end’s to, so you loose time going back.
Better to continue levels AND NO dead ends, just saying.

I guess I am wrong then. Sometimes when I have almost finished clearing the second level, it seems that just killing a couple more mobs completely fills the progression bar even though it is far from the end. That’s why I was thinking it had something to do with no enemies left.

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This would have the added affect of increasing the amount of incoming damage to your character while decreasing the amount of damage you have to do. I’m not certain I hate it, but I do believe that incoming damage-per-enemy was capped at Pit65. Increasing density would indirectly increase that cap.
Again, i’m not saying that’s a bad thing, but I do believe it’s outside of how the system is expected to work.

I don’t see my health move much because of fortify so I am seeing it from that perspective.

True but admittedly in the mechanics sense there’s a couple of details D3 has that are more…er… appealing, if you will and for ehat it’s worth.
Also I’d dare say they add a modicum of variety (again fwiw in a streamlined linear system).

Namely:

  1. Open Maps
    GRs at least have some large open spaces in their maps rotation.
    Whereas D4 is simply cave after cave, labyrinth after labyrinth.
  2. Big pulls.
    In D3 one can get massive monster pulls for huge combat or strategic Pylon (Shrine) usage.
    In D4 the “Leash” system is extremely strict. What is it? 2 maybe 3 screens at best and monsters go unstoppable and mach 5 back to their ordained “Stage Blocking” ie. Like a stage play, they have their X’s where they’re supposed to stand and cannot stray further than a small area.

Frankly, always found that design kind of bland, these “leashes” as I call them.

So map variety (lack of), ability to draw or pull enemies and the rules which dictate monster behavior and placement certainly favor D3.

Not saying either system is a “Good or Great Endgame”, just pointing out what one game at least did that felt better - mechanically - than the other.

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Many Times IT happened .but if you Killed even when you Killed all monsters from second flór you need go Down to floor. D3 Is better systém ,becose there Are more floors . How we can’t do high pits when we didnt see some Elite in Floor And need go all way back …

It worked like that last season, and it was quite a QoL improvement.

Somehow they manage to break it this season.

What he said.
I especially agree on map designs. So boring. I would like more icy maps, more open space. We have to run pits over and over and do it on the same environment is so frustrating. It makes me nauseous. But it’s still the best place to gain exp so I have no choice.

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This Is not possible. If Is wide enviroment you can do it .but if Is some cellar where Is multiple ways And you dont know where you need to go ,this Is impossible .when you realize that you forgot some place you Are too far.and high PiTS you can’t go back 30 second And again 30 second to another floor

Most people have 180-200% speed, so backtracking, especially if you do it soon, isn’t that much of a big deal. Anyway, if it’s a corridor-type floor and you hit about 40% or more of the total mobs kill counter by floor one, you’re usually safe to proceed in the portal as most mobs will end up in the second map.

I’m not saying it’s perfect… In fact, Pits are pretty bad both in concept and in execution, but I usually don’t have issues where I failed a Pit because I had to backtrack. They could as well make them endless (or at least add a third portal), but it wouldn’t change my opinion that they need to give us an alternative to increase EXP/Glyph ranks.

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[quote=“Pyrocyborg-1802, post:16, topic:215332”]
Most people have 180-200% speed, so backtracking, especially if you do it soon, isn’t that much of a big deal. Anyway, if it’s a corridor-type floor and you hit about 40% or more of the total mobs kill counter by floor one, you’re usually safe to proceed in the portal as most mobs will end up in the second map.
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Man You speaking about speedruns. Show me class which Have 200 % Speed in pits push . IT happened to me that i need kill almoust all monsters from both floor . I dont know if you Did high PiTS ,but Always you need fight with many elites groups. If one remain you must skip IT ,becose Is waste your time. And if skip Elite ,sometimes you need go back fĂłr this.i dont saying everytine ,but sometimes . If you push your highest pit,IT Is deadly always

The bs here shines bright because you’re being too insistent.

GR’s get mind-numbing, correct. They are nonetheless far, far more interesting & more thoughtfully designed than Pits - and that’s before factoring in season mechanics.

Who knows, it might be a maturation process.

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Im sorry they are both equally boring. Everyone will have an opinion tho.

Define high pits? Hitting anywhere over Pit 100 is useless anyway and I bet most non-meta using players will never go beyond that (and even some meta using players will no even go beyond Pit 100). Seeing the usual skill/commitment level from most players here on the Forums, Reddit or online, I’m quite positive that most seasonal players do not get to see Pit 100, at least, not without being carried or powerleveled through.

Pit pushing is mostly useless anyway. You’re not increasing your Glyph levels (unless you’re trying to upgrade your Glyphs for a second build, which you can do at Pit 100 quite easily), you’re barely getting any relevant loot from Pits so it’s all about bragging rights (and well, there’s nothing to brag about while using a meta build). Finally, and maybe the most important one would be experience gain through the most effective Pit level you can speedrun, at which point, it’s all about speedrunning/cruising through.

I did complete Pit 135 or so last season by using the same Crushing Hands build I was speedfarming through, but I’m not playing a meta build or a bugged class like SB so I’m definitely not hitting that this time around, but you can count on two hands the number of times where I had to backtrack and pick invidivual stragglers to finish the pit in time while in pits over 120. It’s almost always packs (or grouping them works) anyway and yes, sometimes, mob density sucks in a given map, but rarely will you have to kill virtually every mob to progress to the boss area. Leaving 10-15 mobs behind will not prevent you from killing the boss, unless we’re talking 10 elites or something, in which case, yeah, it sucks.

Sure, they could change that, and you know what, I hope they do because having Pits as the only “Post T4” progression sucks. They’re boring, they’re lazy and I don’t even understand why people bother.

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