Regular readers will have noticed quite a few changes on Diablo: IncGamers since the launch of Reaper of Souls which was the motivation for us to make some of the changes we had been thinking about for a while.
When RoS launched we pushed the first stage of front page layout changes live. We know everyone likes to read their content in different ways so the site was changed to a similar layout to the main IncGamers site. Of course not every one will love that format so in the past week we set to work on the second phase which was giving you the option to read the content in the old format if you so desired.
In case you hadn’t spotted it, there are a couple of buttons above the news that allow you to switch to your preferred format.
Probably the toughest job we had to undertake was the forums. We have used the same forum system for around a decade and there were millions of posts to port over. It was important to us to make sure that threads from the old forum were not lost, we’d have hell to pay from you guys if they went missing Remember the great forum crash of 2003? That was not pretty.
So why the change? There were numerous reasons, the next version of the same forum was bloated with features that were useless to the community here. Spammers were also a consideration and the previous software was starting to struggle with the rise in spammers over the last couple of years. We needed a system that could pro- actively catch them and then make life easier for IncGamers moderators to deal with anything that managed to slip through.
The end results once we switched were good. The forums are now easier to use, faster and more robust. It’s taken some time to iron out issues with posts moved over from the old system but I would say we are 95% there with most things now. The forum is now easier to use and has more features to track new content additions.
One of the main issues we had during the change was with your logins. We have a custom login system that ties your forum account to the main site. When we moved forums that obviously broke down and had to be recreated. One of the issues we came up against was the inability for guests to post in the news and members who were logged in seeing a captcha. This was not acceptable so it took a few days for me to sort out but thankfully it now all works.
Regarding commenting on news, originally we had the news post into the community forum but as things move quite quickly here as far as content is concerned, we thought it best to create a separate forum for the news discussions. This reorganisation prevents any community forum discussion being lost in a pile of news. Your discussions are important after all.
Regarding accounts. Some of you have been registered here for over a decade and we have been helping members who have had login issues since the switch because they no longer have access to the email they originally registered with. If there are any of you still caught in that trap then we can sort it for you. Send an email here and we will deal with it.
With the new forums came new features, and something we’ve wanted to do for some time is highlight pro-active members and also award trophies for actions by the community. Elly sat down over a few days to come up with the points and reward system. You may have spotted the icons on threads but so you know how it works I have posted all of the trophies below for reference.
There are still a few things to do but the core updates are now in place. Your feedback on anything we do is much appreciated and a special thanks to the PALS who have helped make all the changes possible with their contributions.
Thread Starter -Points: 15 -You have started 5 Threads
Topic Raiser – Points: 45 -You have started 20 Threads
Town Cryer – Points: 90 -You have started 50 Threads
Confabulator – Points: 91 -You have started 80 Threads
Primary Source – Points: 1 – Somebody out there liked one of your posts.
The Ring of Royal Grandeur (armory) has become the most sought after item in Diablo 3, as its legendary affix is basically mandatory for all end game gearing decisions, given the power of partial Item Set bonuses. The hard part is finding one, as it’s one of the five legendary items that can only be obtained from Act One Horadric Caches. This is good in a way, as it’s the sole remaining item/profit-based reason players have to do *anything* other than RiftRiftRift. (Given the game’s design direction in recent months, I’m frankly surprised the RoRG hasn’t been turned into a Greater Rift Guardian drop.)
Most players hunt RoRGs with brute force, by grinding hundreds of Act One bounties as quickly as possible, which usually means split-farming on Normal difficulty. That’ll work, eventually, but is there a better way? A user in our Diablo 3 community forum named Horadrimm says yes, there’s a trick to it, by following a method players are calling the “Junger Rules.” Quote:
I got 5 RORGS with very minimal effort and so can you!!
How it works: The game has a pity timer, meaning that if you don’t get a legendary within an hour or so it drops one for you automatically. The goal the aforementioned method of farming is to ensure that pity drop is in your horadric cache and not in the world.
What to do:
Do not kill any mobs except those required for objectives. Do not kill goblins. Do not open chests including resplendent chests. Do not destroy breakables (pots, barrels, looting bodies etc). Do not pop fortune shrines. Do not kill mobs from required cursed chest and shrine event objectives until the timer has run out.
Avoiding a legendary drop in the world increases the chance the pity timer drops one in your cache.
First off, the guy who invented this was apparently named Junger, so now it’s called the “Junger Rules.” Which is fine, but how the hell did they avoid the obvious pun and call it the “Junger Games?” So that’s what I’m calling it, since I’m all about obvious puns.
As for the technique, the theory is that since the game has a “pity timer” that increases your chances of finding a legendary item the longer you go without finding one, you can exploit this by obtaining a Horadric Cache after not finding any Legendaries for some time. Hence not killing Goblins, not opening golden chests, avoiding random Elites, etc. This is a sacrifice since it’ll lower your total legendaries found, but boost your chances of finding that all-important RoRG.
Does it work? Some players swear it does, others say it doesn’t. And thus we’re plunged back into the conspiracy theories that are inevitably spawned by item hunting in a game where we don’t know exactly how item drops work. I think the principle is sound, as the pity timer is real, but I’m not at all sure the stated rules are how it should be done.
First of all, we don’t know when items in a Horadric Cache are determined. The Junger Gamers say the legendary pity timer works when you find the Cache, but that seems contrary to what we know about how Horadric Caches determine their item drops. Remember early in RoS, when players were storing Caches up in Normal and opening them on Torment 6? That was a real exploit, easily observed since it caused Imperial Gems to drop from Caches found in Normal. (Which made it seem that items in Caches were determined when the Cache was opened. NOT when it was found.)
Blizzard confirmed that exploit by hotfixing it and adding an internal tag to unopened Caches that tracked what difficulty level they were found on, and the level of the character that farmed them. (So if you find bags with a lvl 70 and open with a lvl 60, all the items will be lvl 70.) Bliz later expanded on that in Patch 2.0.5 when they boosted the chances for legendary items to drop from Caches found on Torment 2 and higher.
Furthermore, Bliz recently confirmed that items from Caches roll their smart drop according to the class of the character that opens the cache. It doesn’t matter who farms the cache in terms of what items drop. That matches my experience and testing as well, as I once farmed a bunch of caches with my DH and my Barb, and then opened them with a WD and got almost all INT gear, plus several Witch Doctor-restricted items.
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Reaper of Souls Nephalem Rifts Hands-On Report from BlizzconPosted 9 Nov 2013 by
Here’s some first hand info on Nephalem Rifts, formerly known as Loot Runs. They are bonus dungeon/events accessed via yellow portals enabled by finding Rift Stones from killing Bounties in Adventure Mode. See our Hands-On Adventure Mode article and Friday’s panel transcript for full coverage of that new game type in RoS.
Nephalem Rifts (AKA Loot Runs) are special dungeons accessed via yellow portals found near a special altar in town in Adventure Mode. They are *not* found in Campaign Mode (and they are not the same thing as Nephalem Trials, which are small bonus dungeons with short and intense Jar of Souls-style events found in Adventure Mode or Campaign Mode), which I have not yet encountered in this Blizzcon Demo).
Each Rift is randomized in tile set, layout, and monsters, and presents a unique challenge. Literally; you never know what combo you’re going to get and it makes a difference. As someone (Rankil, I think?) mentioned during the live Podcast we recorded Friday night, he got a mixture of enemies on one level, entered a room, and found that he had Fallen Fanatics on the level too… when five of them detonated right on top of him.
I had some close calls with Desert Wasps in one of my levels too, as a dozen little green BBs came shooting down a narrow hallway at me before I knew what I was dealing with. Once we’re playing Nephalem Rifts for real, especially with Hardcore characters, it will be a very good idea to go cautiously at the start of each new level until you see what types of enemies are spawned there.
Click through for the rest of the article, covering randomization, triggering the Rift Guardian, earning access to Rifts, and more.
Randomization of Dungeons and Monsters
The levels are fully random; my first Rift I entered from Tristram and got a Desert tombs dungeon for level one. Level two was an Act One Leoric’s Dungeon. Level three was an Act Three Keep type level. Level four was an Act One jail type level. And every one of those levels had a fully random assortment of enemies; not tied to the act of the tile set, or the monsters limited to just one act, etc.
I’m sure there are some spawning requirements and some enemies that won’t spawn together, or that are more likely to appear with each other (Diablo I’s randomized monster selector worked like that, with weighting values assigned to each monster type and more dangerous ones getting higher numbers so you couldn’t get 3 of the big guys on the same level).
One oddity: As I said, my first Rift had an Act Two tombs dungeon for level one. After I finished that Rift (or at least killed the Rift Guardian) I portaled back to town and appeared in Tristram. I then went back into the rift to see if it was reset or changed. It was not, I was just standing in that same Act Two desert tomb. So I went back through the portal… and found myself in Act Two town. Where I had not previously been in that game. Not that it really matters, since in Adventure Mode you can travel freely between acts.
Triggering the Rift Guardian
When you enter a rift you gain a progress bar on the right side of the screen just below the minimap. It says percent of monsters killed, and steadily increases as you kill more of them. The counter goes by kills, not some weighted system of monster hit points, which makes it count up much faster on some levels. I got the Act 3 Scorpions in an Act 1 Jail tileset on my 4th level, and with them appearing in big bunches of 10-20 my % killed counter was jumping up 2 or 3% with each group, which I was one-shotting with a great AoE Crusader skill.
Once you reach 100% the Rift Guardian appears. The devs stressed this during Friday’s panel, and they weren’t kidding. It explodes into life the instant you kill that last monster, and it doesn’t matter what you’re doing at the time. I saw my first while in an Act One Jail dungeon, and when I was in the middle of fighting a boss. One of the minions or some trash monster in the area triggered the 100% and suddenly I had the boss and the Rift Guardian at once. Some strategic repositioning was soon required. (I ran like a bunny.)
Rift Guardians are randomized as much as everything else in Nephalem Rifts, and they range from big powerful purples (I got one of a new Act 5 Angel type of monster in my first Rift.) to D3V act bosses. There are even pairs of them sometimes. See the full (very long, subject to change) datamined list on the Diablowiki.net Nephalem Rifts article.
Entering a Rift
To enter a Nephalem Rift you need to find Rift Stones, which have a chance to be earned by completing Bounties. That’s what the devs say, at least. I’ve killed a lot of bounties thus far during testing at Blizzcon and haven’t found any Rift Stones, so maybe they drop very rarely or maybe they’re disabled in this demo? It doesn’t matter though, since the pre-made chars have 10 Rift Stones in their inventory, and thus in each new Adventure Mode game there is a rift open in town. It’s actually open in each town, as far as I could tell. The same yellow portal with the same name on it (Something like “Josef’s Planes Dungeon” as best I recall. I’ll note the name more carefully next time.)
The datamining refers to opening a new rift once you’ve cleared out the previous one, so perhaps if you reach some final room or exit on the lowest level that Rift is completed and a new one can be done in the same Adventure Mode game? The devs have referred to a special reward if you complete a full Rift. I don’t know; I didn’t have time to clear out an entire Rift, though I did get through the Rift Guardian both times I’ve tried it thus far. (I shall sample anew come Saturday’s show.)
Loot and Bosses and Experience
The Rift levels are randomized in monster types and density, so they are not necessarily the best place to earn EXP. They might be, but it all depends on the roll of the RNG dice. As the demo characters are only level 32 and on the easiest difficulty (under the new 0-5 difficulty system), it’s impossible to project how the density and exp gain will compare to doing the best farming areas in Inferno on Campaign Mode.
One thing I did notice on every Nephalem Rift dungeon level was a lot of bosses. I didn’t clear out entire dungeons (just took the stairs down when I found them, while trying to avoid wasting time in any dead areas of the map) but I still found 3 or 4 random Elites on each level, with a steady array of trash mobs between them. The Rifts were definitely as or more populated than most areas of the game are now, especially for a sub-Inferno character, and the Elites came as quickly as or more quickly than you see them in most areas of the game today.
I did not see any Golden Chests in the rifts, but that might just be RNG and my limited exploration time. I did get one random Treasure Goblin. But not the room full of them that’s shown on the RoS B-roll video. That’s perhaps a super rare spawning room? Or a reward level if you complete a full rift?
As with other features in RoS, this one remains under development and we can expect changes before the final. It’s a lot of challenge and profit even now though, and the variety of enemies and levels really makes for a fun and varied play experience.
Questions? Stick them in comments and I’ll reply when I get a chance. I will definitely run some more Nephalem Rifts on Saturday at the demo and see if I can figure out more about this new feature.
Keep an eye on the BlizzCon Coverage Section for the full transcripts (not bullet point lists) of the Diablo 3 Panels, videos, hands-on reports, photos, screenshots and more.