|Patch 2.3.0 Focused Feedback: Rift Monsters||June-30-2015 12:27 PM PDT (5 years ago)|
|Welcome, nephalem, to the Patch 2.3.0 PTR!|
This upcoming patch features a slew of new features and items for Diablo III: Reaper of Souls. For more information on the full scope of Patch 2.3.0, please check out our latest patch notes here and our Patch Preview here.
In order to help guide your testing efforts, we are currently looking for focused discussions on a variety of topics.
To help us keep feedback organized, we ask that you post your thoughts in the appropriate thread where applicable. If you have feedback that does not fall into one of the above categories, feel free to make a new thread!
[Post edited one time, last edit by Grimiku at July-21-2015 2:34 PM PDT (5 years ago)]
|Patch 2.3.0 Focused Feedback: Rift Monsters||June-30-2015 12:45 PM PDT (5 years ago)|
|This Focused Feedback thread is dedicated to Rift Monsters and Guardians, including:|
To help guide your feedback, we ask that you use the following format:
With that said, thank you to all our PTR participants. Your feedback is appreciated and continues to be integral to our design and iteration process. Happy testing!
Please Note: In order to facilitate focused feedback, posts in this thread that are not relevant to the topics listed above will be deleted. Please create a new thread for your concerns if they are outside the above topics. Thank you!
|Patch 2.3.0 Focused Feedback: Rift Monsters||June-30-2015 1:11 PM PDT (5 years ago)|
|We have made a number of changes in 2.3 to reduce the disparity in difficulty between different instances of the same Greater Rift Level. The overall goal is to more appropriately reward rift progress based on the effort required to kill the monster. Ultimately, we want randomness in rifts to provide differing gameplay experiences but not be a huge deciding factor between rift completion success or failure.|
The experience granted/rift progress awarded for many monsters has been brought more in line with the effort required to kill the monster. This might be due to one of several reasons: the monsters have more than usual health, deal more than usual damage, run away, have dangerous special abilities, have defensive abilities/immunities, etc. These changes are intended to more appropriately reward players for the effort they spend to kill an enemy so that they are less incentivized to skip certain monster types. Additionally, we are reducing the experience granted for the easiest monsters and bringing them closer to the midline so that fishing for that Slow Zombie Rift is less rewarding.
We reduced the health of rift guardians by 50% because we’d like players to spend less time on the rift guardian and more time clearing the rift. At higher rift levels it could take 6+ minutes to kill the Rift Guardian with some builds and that is more than double what we'd like ideally.
Please continue to provide feedback on on rift monsters and rift guardians here. Thanks to everyone who has provided feedback in the general forum, class forums, and PTR feedback forum.
|Patch 2.3.0 Focused Feedback: Rift Monsters||July-10-2015 11:35 AM PDT (5 years ago)|
|Loads of great feedback in here, I'm reading through all of it. Keep it up! :)|
On to topic of Reflects Damage, we've got some changes coming in the next PTR patch for it. We’re still finalizing the changes, but there are two you’ll want to watch for. First, we’ve changed the type of damage reflected to match the same type of damage dealt. This introduces a level of gearing strategy, especially for builds that utilize a single element. In addition, we’ve added an internal cooldown to the affix to prevent it from triggering multiple times from certain skills (like the Witch Doctor’s Poison Dart). This should severely reduce (if not remove entirely) that "instagib" effect from too many abilities going off at the same time, especially those that you can’t necessarily control.
The intention behind the original change was to introduce a level of avoidance to the affix; with only one target having it up, you can pick and choose which targets to hit, similar to how Shielding currently works. The largest problem seems to be arising from DoTs or other ongoing area effects that render that intention moot. That’s what we’re working to address.