Greater Rifts (GRs, initially known as Tiered Rifts) are a higher level of Nephalem Rift, meant to provide a greater challenge and greater rewards for players geared well enough to take them on. Greater Rifts are timed, and *must* be completed within 15 minutes to earn rewards. All treasure in Greater Rifts, with usually a legendary item or two, comes from the Greater Rift Guardian (GRG) which is an upgraded version of the regular Rift Guardians.
Difficulty: Greater Rifts are numbered as a measure of their difficulty. A level 1 Greater Rift is very easy, equivalent to Normal difficulty (or less.) Greater Rifts scale up quickly though, and will become challenging for any player ability. Level 8 is equivalent to about Torment 1, Level 15 is equivalent to about [Torment 3, and Level 25 is approximately the same as Torment 6. There should be an infinite number or Greater Rift levels since each one merely increases the hit points and damage of the monsters by some percentage.
Shrines: There are virtually no shrines or pylons in Greater Rifts. Pylons are seen occasionally, but their bonuses last only 15 seconds (instead of the usual 30) and Blizzard specifically said that Conduit Pylons would not be found in Greater Rifts since they are so powerful they would skew the entire rift Leaderboard system.
No Respecs: Characters can reallocate their Paragon Points while in a Rift, but can not access their inventory or skill menus (respec) while in a Greater Rift. It is possible to return to town mid-GR, and players can respec and make repairs then, though it’s not recommended since the GR is a timed race. This is a feature designed to limit exploits via equipment or skill changes, so players can’t change gear or skills to be more effective against a single target before they reach the Greater Rift Guardian for instance.
Rewards: Items and gold do not drop in Greater Rifts, and there are no chests or other clickables. All treasure comes from defeating the Greater Rift Guardian, who drops a huge amount of stuff, about double that of a normal Rift Guardian, and has a very high probability of dropping at least one legendary item. (Note that the lack of gold and chests hurts the effectiveness of legendary items such as Goldwrap and Harrington Waistguard that proc up in effectiveness via gold pickups or chest/clickables opening.)
Progress Bar: The progress bar in a Greater Rift increases gradually from killing trash mobs, but jumps up by larger amounts for Elite kills. (Elites drop objects that look a bit like gooey health orbs, which count for big boosts in the progress bar when collected.) This is a feature designed to keep players from simply rushing past Elites to more quickly finish the rift by killing trash mobs, as can be done in normal Nephalem Rifts, and players will fill their progress bar more quickly by killing Elites than by skipping them, except in very rare long Elite battles.
Accessing and Process
- # Get a Greater Rift Keystone level 1 from completing a Nephalem Rift. – Drop rate still being determined.
- Use the GR Keystone to open a portal to a Greater Rift at the regular Nephalem Obelisk next to Orek.
- Kill all the mobs in the Greater Rift before the timer runs out.
- No regular or champion mobs drop loot in Greater Rifts.
- The Rift Guardian will drop loot regardless if the timer has run out or not.
- If the Rift Guardian is killed before the timer runs out he will drop a Greater Rift Keystone.
- The Keystone’s level is determined by how quickly the Greater Rift was cleared. The quicker, the higher the GR key fragment.
Progress Bar and Rift Speed
The progress bar in a Greater Rift looks the same as the bar in a normal Nephalem Rift, with two added slider needles, displayed above and below the bar. The total bar coloured in orange, and the icon above it show your current progress towards completing the rift. The icon below it and any colour in blue shows how fast you need to progress to complete the rift in time.
When players are battling through a Rift that’s just at the limit of their killing power, they will often see their progress dropping behind and the bar showing blue, before they kill a couple of Elites in a row and see the bonus from Elites shoot them back up ahead of schedule.
It’s no surprise that the Monk class has been in need of some love pre 2.1. However with the second iteration of the patch on the PTR that need has not yet been abided. People are still clamoring for more sweeping changes(pun intended).
I was a heavy Monk user pre ROS and took a break with the xpac to delve into my first love(WD) and my new fling(crusader). I returned to the Monk only a few weeks ago and what I found was a shell of what I had left. After suffering for a long time as a WD it was nice when they finally rose to prominence. After a while on the top I wanted a new challenge and set my sights back on my monk, however even this challenge seems to daunting then all that time as a struggling WD. Diablo Forum MVP Druin put together an eloquent look at the myriad issues facing the class:
I am back from vacation and I am looking to write up a concise review of where we stand in 2.1.
My plan is to give a quick overview of our major issues then discuss the 2.1 changes and how they affect the various facets of our class.
I will be using this thread to fine-tune what we want to communicate to the devs and then I will make a major “state of monks in 2.1″ thread on the PTR forums to attempt to get some help for our lovely class!
1. Current Monk Issues
This is really at the forefront of the monk issues.
Since the release of RoS, monks have been having a tough time with DPS. We have a very limited range of options mostly centering around the skill Exploding Palm. (Un)fortunately EP is being changed as it breaks greater rifts (along with Rimeheart and Furnace) so our only source of widely competitive damage is going away. This leaves monks in a pretty bad spot.
Our spenders do very little damage (I mean VERY little) relative to their cost and our generators are used more as proc-vehicles for Odyn Son, Thunderfury, Shard of Hate and Rime/Furnace more than as sources of damage themselves. This leaves us with our 6pc Raiment of 1000 Storms which makes DS proc a 3000% weapon damage attack on cast. 3000% damage is a lot and it scales with lightning damage gear but DS has a flat-immutable 6 second cooldown. This can be mitigated to some extent by using Jawbreaker to give “free” dashing strike charges but that interaction is quite clunky.
Basically, monks will be forced into a clunky, hard-to-use situationally terrible Storm-breaker set in order to compete with other classes in damage. If they don’t want to use this mechanic, they will do very poor damage.
Next on the list is our ability to survive. This is a more controversial topic with some finding survival to be quite easy and many others finding it to be quite hard. In 2.1 with the change from dex giving dodge to dex giving armor and the change from OWE to Harmony, many monks who had minor synergy with OWE will see a minor tankiness boost. (my Raiment set for example)
On the other hand, monk who are deeply invested into OWE will see a major tankiness loss. (my Shatter-palm set). In either case, both types of monks probably have a lot of trouble living in T6 without 2x Unity or the constant dashing from Storm-breaker. Why is this? Because monks have to face-tank so much stuff.
Our primary source of resource generation comes from skills that require you to be up-close and personal with mobs which means a lot of damage can’t be avoided. To compensate for this, end-game monks are forced to take defensive passives (Harmony) defensive skills (Epiphany-shroud / Serenity / Inner Sanc / Blinding Flash) and CDR in basically every single spec. This is extremely limiting to the monk playstyle though arguably less of a problem than the DPS as the defensive skill/CDR solution does exist.
Additionally, sustain is nearly non-existent. LoH requires primary affixes which takes away from our already terrible DPS, LPS is the same, LPSS both takes primary affixes AND is extremely poor and Globes took a pretty big hit in 2.1. Monks actually have access to healing skills but, for some reason, they are tuned to be SO weak that they are essentially non-existent.
This is a more fundamental problem than the other two issues. Mere number tweaks would likely not result in this issue being resolved.
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Blizzard Post: The Salvation of Diablo 3Posted 1 Mar 2013 by
Gosu’s novella-length “Diablo 3 Salvation” fix-it article has drawn a lot of attention over the past couple of days, and has now spurred a long and very informative reply from a member of the Diablo 3 dev team. This blue post by Travis Day comes with a promise of more information regarding items and related topics that will affect the game’s ultimate longevity. Gosu’s post not only drew the attention of Blizzard, but it brought a lot of hard-hitting questions to light. What I took away from this is that they’re aware of some very real issues that are affecting Diablo 3′s ability to flourish. Some of the answers cover problems that have been fairly thoroughly canvased, though he addresses them with what I felt were promising answers.
TL:DR version of this is they’re looking to make more appealing affixes to rival trifecta, they’re looking to implement new and varied systems to allow for further character customization, and there is an item blog coming next week.
Below is the response to the original post.
Challenge is certainly something that has value; players can’t feel a sense of accomplishment if everything in the game can be face rolled. I think many people would agree that, at launch, the game was too challenging. It was very difficult to progress through Inferno depending on your class or items and the challenge was a large part of the reason players felt like they were driven to the AH in the first place. When you present players with difficult content they will find a way to overcome it which usually means using only the most powerful items and abilities. The unfortunate side effect is it also drives players away from the play styles they feel are “just fun”. We have taken steps to improve this problem a number of ways; reducing the overall difficulty of Inferno, improving the potency of underused skills to allow players more diversity in their gameplay, and introducing Monster Power to allow players to set the game to a level which they feel is enjoyable. I think the right way to introduce challenge is to make it optional, for example having difficult content for the players that enjoy it without penalizing the players who prefer a more relaxed gameplay experience.
Read the full Blue post after the fold.
Items are a topic with a tremendous amount of depth and also a very sensitive subject, so I’ll do my best to provide some of our insights into the matter. Removing “bad” affixes is certainly a suggestion that surfaces from time to time, another suggestion is to group all the good affixes into a shared category so that they can’t all roll on the same item. I think on the surface those sound good but the reality of what they would do to the itemization isn’t what we want. I addressed the topic of the “bad” affixes in a prior post about items so I won’t go into too much more detail here, but I think it’s well within our ability to make those affixes compelling for some people, Pickup Radius and Witch Doctors are a good example of this. Specifically as it relates to Thorns, no one will disagree that in its current state is pretty lackluster, but it supports a play style that I’m sure we can capture with enough alterations to both the core mechanic and some supporting class abilities and passives.
As it relates to bucketing affixes so Crit Chance, Crit Damage, and Attack Speed are mutually exclusive, yeah that would add more choice to item selection, but it would be artificial. I think this issue has some underlying causes that we should look at before going to the extreme of preventing them from existing on the same item. One of the first reasons trifecta items are an issue isn’t that they are so good; it’s that they are the only thing that is good. Of course you want the only three stats that increase your character damage in a meaningful way on the same item, because there are ONLY three stats that increase your character damage in a meaningful way other than your primary stat. I don’t want to derail this by getting into why primary stats were introduced or debate whether they are good or bad. I do want to say that Diablo 3 has been through much iteration during which a vast number of approaches to stats and items were tested and in the end we felt primary stats were the right thing for Diablo 3. I think a better approach to this issue is to introduce more affixes that players are interested in, so there is a sense of tension over what the six affixes are on your “ideal gear”. When a perfect pair of gloves is “Core Stat, Vit, Res All, Crit Chance, Crit Dmg, Attack Speed” and you can’t even imagine another stat you would want instead of one of those, we have a bigger problem. Introducing more choice instead of less and giving players more ways to feel like they are customizing their character is what we want to see. If gloves also had the ability to roll +% School Damage, +Life on Hit, Skill specific affixes, plus a couple more things you want, than players may find themselves in a situation where trifecta isn’t as clearly defined anymore.
The “problem” with trifecta items can’t be discussed without also pointing out that it is only a problem because the AH makes obtaining these items so easy. On a basic level, I have no problem with items existing that players highly desire, but when it is a forgone conclusion that you will have those items then we have problems. If the auction house never existed, players wouldn’t be upset that trifecta exists, they would be upset that they haven’t been lucky enough to find their own trifecta items. To summarize, I think the right solution to this problem isn’t cutting trifecta items from the game, but rather it’s about getting to a point where you want more things than you can fit on an item.
I think your affix ideas are cool, and we have spent a lot of time lately talking about what kind of awesome effects we could put on items that we don’t currently have. I’d even say that as cool as some of these ideas are, we can go even further. We are putting a lot of effort into coming up with really awesome item ideas for future content. I’ll give one quick example of my personal favorite so far before moving on and also to give context to the direction we are moving in. Imagine a pair of Legendary boots that read “Makes you ethereal, allowing you to freely move through enemies”. Whether or not that idea makes the final cut is hard to say, but we want to really push the boundaries as much as we can, so legendary items become things that players can get really excited about.
Your system idea for Nephalem Power Stat is basically a roundabout way of suggesting we re-implement the Diablo 2 skill system. The old skill system was fun, back in the day, but I think it’s honestly dated in today’s landscape. People fondly remember making tons of characters and trying out different builds, and while I have a lot of those same fond memories, I also remember that usually the end result of my time investment in my “cool new character” was complete and utter disappointment.
Today the availability of web sites or posts about character builds would mostly overshadow any of that old character rerolling. You would read a post saying someone else tried the build that you had imagined would be amazing, only to find out it was awful, or you would find out it was great and build it also. The skill system today allows people the flexibility to try out things they enjoy without penalizing players who want to experiment with new ideas. The only difference is if their idea doesn’t pan out, you didn’t waste hours leveling a bad character.
Character customization is fun. People want more ways to feel different from their neighbor, and we want to help provide players with more options in this regard as well. There are lots of things that we have discussed and some ideas we have for long term system additions to the game to help in this regard. One of them which I mentioned in another post is the plan to eventually introduce a system to allow players to customize their character appearance more. Another system we haven’t talked about before is the long term plan to change the way the Paragon system works to allow it to offer more character customization in the form of actual power. The details of that system are still being worked out and players probably won’t get their hands on it for quite a while. We do agree that customization is important and we want more ways for players to both express themselves and differentiate themselves from their friends and other members of the community.
Too many items
I cover this topic in some depth in the upcoming Item Blog that community is in the process of getting ready for release next week. I will briefly say that we agree that too many items drop and we have plans to eventually reduce the rate that players see items, while also taking measures to improve the general quality of items you do see. The end result should be fewer items that are better instead of tons of items you don’t want.
Legendary and Set items
This is a topic I’ve touched on some in this thread and it is also a talking point of the upcoming Item Blog, so I’ll just say that we agree and we want Legendary items to feel game changing.
Finding your own gear
Whenever we talk about what the fantasy of Diablo is and what we want the core gameplay to be, never do we say “we want players to farm gold and go buy items off the auction house”. The AH definitely has made an impact on Diablo 3 and we talk about it constantly, but our conversations are usually in the context of “how can we get players to find their own loot instead of just buying it”. The new crafting recipes and Demonic Essences were added to provide a little bit of this gameplay but we have a lot of ideas for the long term about how we want to go about addressing this. At the end of the day, it is our intention that players are able to find their own items, because we feel the game is just more fun that way. There are several reason why it might not feel that way right now. One is the inherent randomness of our loot system. Another is the fact that the AH completely removes all friction between player trades. And another is when players DO find items they should be excited about, they are often disappointed because this items are not very good. All of these are very important and we hope to address them over time.
This is something we constantly strive to improve. Yes, there are a lot of runes and abilities that are lacking, but as you can see with our patches, we try over time to improve the balance of them regularly. In some cases runes are designed just to be fun or cool. In other cases, we try to make a large spectrum of runes competitive, but the math ends up favoring one over the others. In some cases, certain abilities or ability combinations are so potent that they overshadow almost every other option available. WW/Sprint/Battle Rage is a good example of this. There are some cool ideas here, but I don’t want to turn this post into a discussion about specifics of design. This is a problem that we can’t fix overnight, but we are confident that over time we can constantly improve the situation and hopefully the community can see that we are making efforts on this front with every patch we release.
What crafting was meant to be and what it ended up being aren’t necessarily the same. Again there are a long list of reasons why it turned out to be a bit underwhelming for some people. Not the least of which is the existence of the AH. Why make random things when you can buy exactly what you are looking for? We are constantly exploring new ideas for how to make crafting more relevant and trying to carve out a more defined role for it within the scope of Diablo 3 itemization. We have discussed ideas such as letting players have some control over what stats will appear on the item they are crafting, using the crafting system to allow players to reroll the values of affixes an item already has, etc. This is a system that, with time, should be able to find a better place in the overall gameplay experience of Diablo.
This is an area that has a lot of room for improvement. I personally used to talk about the fact that when I would play with my brother and two of my good friends, I constantly felt like they were a detriment to my ability to farm, which is at the core of my enjoyment of the Diablo series. Since then, we have made changes to improve the coop experience like reducing the health multiplier of additional players and removing the damage scaling when more players join the game. However, we need to do more to improve both the in and out of game experience. We want it to be easier for players to find other like-minded people to play with and this is a topic we are actively trying to improve in the near future.
Ok I’ve reread this thing enough times that my brain is starting to melt. The Diablo team is incredibly passionate and constantly striving to make the game we love even better. I hope this post helps clear the air about where we stand on a lot of these topics and I also hope I never find myself never feeling the need to write a post this long again lol.
TLDR – Travis has crit Gosu with Wall of Text for 1 Billlllllllion damage.