Why Did They Move Glyphs To The Pit?

And why did they add a failure-to-upgrade chance?

Glyphs were perfectly fine tied to Nightmare Dungeons. But instead, Blizzard turned around and said “Remember that thing people either loved or loathed in Diablo 3? Let’s 100% do THAT.”

I can’t think of a single person who said ‘Glyphs should have a failure to upgrade chance!’

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Because otherwise other classes would have been able to upgrade glyphs without struggling

There should be only one class, the one and only JungleMonk ™

Pump that fomo

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Yup, pretty much how I feel as well.

Even better imo would be if they weren’t tied to any specific activity. Instead, glyphs you socket would gain xp as you play the game and depending on the activity they gain more or less xp, automatically. Done.

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If that’s the reason it’s boneheaded idea. Why? Because you can literally do the same thing by having increased XP per glyph level in order to level up.

There’s got to be another reason unless this is another one of those “lead said we’re doing this, so I guess we’re doing this?” moments.

The D4 team has a lot of those moments in retrospect :confused:

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F RNG everywhere. one day they will implement RNG into character walking/running, which has 5% chance to fell and stunned for 2 seconds.

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And the best part is that the actual “lead” is probably a bunch of shareholders

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The only problem is that Pits are boring

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Because no one was doing pits due to infernal hordes giving out more mats, except for testing build strength.

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No one was running pits last season because the rewards from Infernal Hordes were far better. The pit designer, who just so happens to be the nephew of a major shareholder, wasn’t thrilled that no one was playing his content. So, Blizzard stepped in, saying, “We’ll fix it up for you, and hey, maybe let your uncle know it’s worth investing more.” Just speculation, of course—but you never know!

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Ultimately, yeah but there’s a lot of links in that chain before we get there and there’s ways to ensure the shareholders get what they want without doing this nebulous nonsense that goes nowhere.

Basically, there’s a Wesley Snipes, Blade quote that applies to this situation which is not suited for the forums if you catch my meaning lol. The D4 team has issues with people trying to make it theirs instead of making it functional.

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The problem with the Pit is the all or nothing reward system. Not everyone wants to play a cookie cutter build or is an uber gamer. It sucks to miss getting credit because you didn’t complete the dungeon before the time expired.

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I think they had the right idea to move it to Pit because it’s generally a much shorter dungeon. NMD is better suited to general farming. Beyond that, the act of putting XP into glyphs the old way caused imo a very unsatisfying placebo effect, especially since you always got ‘partial’ levels, and any level besides 15 and 21 felt bad imo. They hadn’t gotten the “feel” of that system right yet. They didn’t test it enough, I’m sure of that.

The fix for that last problem, was to give you only ‘full’ levels each time you clicked. It’s more satisfying, in principle. However, my impression was they told us if Pit level is 10+ higher than target glyph level, then you’re guaranteed a level-up. From what I hear that was a lie? (I don’t play enough, I’m mostly sitting this season out… so idk. That’s what it sounds like.)

IOW, there shouldn’t be any failing, but there is, because of poor communication from devs.

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With the way dungeons have been changed for Nahantu, it makes sense that it was moved to the pit. Now I do not like spamming pit runs, I just wanna point that out before somebody calls me a shill or sheep for liking whatever blizz does.

Xpac dungeons seem to be a lot more random. While the main focus to complete the dungeon is easier overall, there is a lot of side crap going on and more confusing layouts.

People doing NMDs for glyph upgrades would be picking and choosing constantly to get specific realm dungeons. It would be a massive waste of time. Pit runs cut down on that considerably. No nonsense in the dungeon to deal with, straight-forward objectives.

Because it made upgrading glyphs easier.

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Failure chance only happen if you play in a pit level at 10 or less above the glyph level you want to upgrade. It is much faster as you can complete a Pit under 3 minutes depends on your glyph level. In the old system the max level was 21, this is easily achievable by speed run pit 34 which is Torment 2.

Glyph level 46 above is just aspirational, you only encounter failure chance at Glyph 90 with 70% success rate.

I already max all of my glyph nodes, there is no way I can achieve this in the old NMD system within 2 weeks no matter what class I play.

Pit give you more reward than NMD, therefore it is good to move most of the key activities to Pit. Just leave NMD as a place to farm Distilled fears and Obducite.

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Good luck getting your glyphs maxed solo if you’re not playing spiritborn lol

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It is a new content in DLC, there is no reason not to consume a content I have paid for. Good luck for those stay out of new content, waiting for sales and discount lol.

it would have been fine if they just added glyph exp to more modes, the biggest problem with glyph exp was that it was limited to one activity, so now they moved it all to the pit and now nm dungeons are even more pointless than ever.

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Because failure to upgrade is the hip new thing that all the kids love! Nothing is better than working hard to achieve something, only for random chance to snatch away all your hard work!

All of D4’s systems should have this! Gain a level? Oops! Not this time. Equiping that mythic you farmed for? Nope! It’s broken now and salvages for one iron chunk. Putting on that pricey transmog? Oops! Failure. Need to buy it again!

:smile: Happy Halloween all!

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having pit do glyphs is fine…but there was no reason you couldnt have NMD & Pit both have upgrade glyphs…multiple way to do something is better than just 1 specific way as many people will like one method more than other.

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