Jump to content
FORUMS
Sign in to follow this  
Stan

First Look: Challenge Rifts

Recommended Posts

E229XMLDOGA21497316008102.jpg

Challenge Rifts are a weekly static version of a previously completed Geeater Rift. It's pulled directly from a player's account and you will need to beat the timer with the same skills, paragon levels, gear and layout as the original player to claim Blood Shards, and various Crafting Materials. This game mode will be introduced in Patch 2.6.0 and you won't need to purchase the Necromancer DLC Pack to unlock it.

Challenge Rifts will rotate every Monday. For more information, visit our Challenge Rifts Preview.

Blizzard LogoBlizzard (Source)

The breadth of build variety in Diablo III is vast, and it can take a lot of time to try them all. Challenge Rifts are a weekly opportunity to try a totally new build, receive a reward for your efforts, and compete with other players on a level playing field!

What Are Challenge Rifts?

Challenge Rifts are a weekly static version of a previously completed Greater Rift. To create a Challenge Rift, we pull a Greater Rift run directly from a player’s account. Once we have that snapshot, we make that exact character, including their items, paragon levels, skills, and gear available for everyone to play.

3FPJON4HD7FE1497316106845.jpg

This also includes an exact copy of the Greater Rift they completed with that character. Enemies, pylons, and the dungeons you encounter will all be exactly as they appeared when the original player completed their run. If you beat the original runner’s time, you’ll be rewarded with a weekly satchel filled with bounty and crafting materials and some Blood Shards.

F1A22RSFW1WR1497316107114.gif

Challenge Rifts will rotate every Monday, so each week you’ll have something totally new to try.

What’s the “Challenge” in Challenge Rift?

Diablo III is a game that embraces randomization. Environments, monsters, monster affixes, loot . . . these all have an element of randomness at their core. Challenge Rifts offer a break from that mold, putting every player on equal ground. With the same tools—and, with some builds, the same handicaps—it’s a different kind of contest.

To truly conquer Challenge Rifts and prove you’re the best of the best, you’ll need to be on top of your game by exhibiting your skills, game mastery, and class knowledge. While there is certainly strategy to pushing as far as you can in Greater Rifts, the strategy to becoming a champion of Challenge Rifts focuses on execution. Spending time to get to know the map, spawn locations of enemies, and pylon locations may completely change your approach to improving your time. A floor might be sparse on Elite packs and you find you need to focus on eliminating certain non-elite enemies to push your progress bar—or perhaps an Elite pack is worth skipping because it’s too far out of the way.

NCWY6K5Z8P231497316106995.jpg
It might even be worth putting together a little plan!

Builds are selected from live players, so you might get something totally different than the builds you’re used to seeing on fansites or your favorite streamer’s channel. A build from the start of a Season might be a mix of the first Legendaries someone happened to find, and you may need to capitalize on the effects of items or abilities you’re not used to using. Regardless of how the build came together, it’s the same set of tools every player in the Challenge Rift will be using—this puts every player on a level playing field, so you’ll play alongside the best in the world no matter your experience!

The choice is yours in how you approach, and when you’re pushing the limit amongst friends and other community members, there’s nothing more satisfying than eking out your buddy’s best score by a handful of seconds. 

Playing Your Way

Challenge Rifts were a long-incubated project from Senior Game Designer Adam Puhl, and it’s clear he’s passionate about it! Adam’s eyes light up when he thinks about the next challenge around the corner and how he’s going to dissect and conquer it. “It’s an adrenaline rush,” he says, and his excitement is contagious. “When you’re racing that clock, it can be some intense, heart-pumping action.”

8VCPX1P62GEO1497316107287.jpg

Adam hopes that Challenge Rifts accomplish a few feats. For one, they offer a level playing field for players to compete on. Secondly, it’s a different experience than the usual Diablo gameplay, and it’s nice to take a break to focus on your skill mastery, refining the details, and strategizing the best way to conquer a specific map. “I’m really hoping it’s an opportunity for players to hone their skills, sharpen their reactions, or polish their resource management,” he shares. “It’s also a great opportunity to highlight build diversity. Not every skill will be in a top build, but that doesn’t mean there aren’t a lot of fun ways to play Diablo.”

On a personal note, the moment I saw Challenge Rifts, I knew I was going to fall in love with them. To me, Challenge Rifts are the game design answer to what I wanted to explore with the original Play Your Way series. Build diversity doesn’t have to mean min/maxing. One of my favorite memories from a past season was watching a friend of mine giggle maniacally as he decimated enemies with the chain spawned by his Maximus. He decided that’s what he was going to build around, and it was silly, fun, and still a great memory I hold dear.

We come together in Sanctuary to slay monsters and collect loot. While Challenge Rifts are more focused on the former, it’s a great way to explore so much more of what the game offers when we take off our optimization blinders.

Ready for a Challenge?

What do you think of Challenge Rifts? Are you looking forward to climbing the leaderboards? What’s your strategy for tackling them? Have you tried them on the Necromancer Beta and knocked a pro off their pedestal? Let us know in the comments and stay tuned; we’ve got more Patch 2.6.0 information on the way!

Share this post


Link to post
Share on other sites

I think that could actually be interesting.

I haven't played Diablo since several month, but I will definitly try this out.

How do they decide which GR-Run they take? Balancing that could be realy difficult. If they take a very good player you won't have much chance to beat his highscore (especially if you aren't familiar with the build), but on the other hand you have several tries. And you can learn the rift, making better time with knowing where enemies are located.

 

I admit I am quite surprised, that looks like something new and promises a lot of fun.

And you don't need to buy the Necro-Pack for it :)

Thx Blizzard!

  • Like 2

Share this post


Link to post
Share on other sites
1 hour ago, WedgeAntilles said:

I think that could actually be interesting.

I haven't played Diablo since several month, but I will definitly try this out.

How do they decide which GR-Run they take? Balancing that could be realy difficult. If they take a very good player you won't have much chance to beat his highscore (especially if you aren't familiar with the build), but on the other hand you have several tries. And you can learn the rift, making better time with knowing where enemies are located.

 

I admit I am quite surprised, that looks like something new and promises a lot of fun.

And you don't need to buy the Necro-Pack for it :)

Thx Blizzard!

i think that, part of Blizzard's intent with releasing this was subtly hinted to in the text above. 

Cookie cutter builds from fansites and streamers are great, but a too much of the player base relies entirely on that. Challenge rifts are an opportunity for players to try out an entirely new play style without first having to grind for the gear for that playstyle, and if they like it then they can focus on it.

Share this post


Link to post
Share on other sites

I'm actually excited for the first time in maybe 2 years. I've played Diablo for a long time and it was quite fun. But when you are starting to spend exponentially more time to get exponentially less improvement in each gearslot it tends to get tedious, boring and a chore I'm not interested in. This on the other hand, is not focussed on GRIND, but focussed on FUN, FRIEND-FRIENDLY CONTENT, EQUAL CHANCES and SKILL.

Now that does sound appealing. Even casual Diablo III players can feel strong and empowered because of this mode.

Share this post


Link to post
Share on other sites

This is supposed to be Diablos kind of weekly Brawl as Hearthstone, Heroes and Overwatch got it. So that is a nice touch.

But I am not so sure if it is exciting when the only way to make your personal change in a challange rift is making decisions on the route and which monsters to fight. 

It is the pure time based goal that also makes the ladder so boring. Half of the players quit the season after three weeks because the game is only based on that once they already got their full equip.

My idea that might be better for Diablo:
Weekly Dungeons that have completely different goals. Similar to Set Dungeons but with less restrictions and tough bosses.

Week 1: Realm of the Lightning Knight (Kill 100 Monsters in each Level, but you may not stay longer than 60 seconds in each level.)
Week 2: The Seven Hells (Kill seven bosses in seven different rooms whithout taking any healing.)
Week 3: A Pact with the giants (Do not kill any Mallet Lords while completing the rift.)
Week 4: The Shattered Heavens (Witness the aftermath of Diablos destruction. Rescue all Angels. but beware. The Demonic General is walking around and kills you instantly.)
Week 5: Gold Rush (Reach the end of the mines within 200 seconds while collecting 3 million gold.)

Edited by Alkasar991

Share this post


Link to post
Share on other sites
13 hours ago, Alkasar991 said:

My idea that might be better for Diablo:
Weekly Dungeons that have completely different goals. Similar to Set Dungeons but with less restrictions and tough bosses.

Week 1: Realm of the Lightning Knight (Kill 100 Monsters in each Level, but you may not stay longer than 60 seconds in each level.)
Week 2: The Seven Hells (Kill seven bosses in seven different rooms whithout taking any healing.)
Week 3: A Pact with the giants (Do not kill any Mallet Lords while completing the rift.)
Week 4: The Shattered Heavens (Witness the aftermath of Diablos destruction. Rescue all Angels. but beware. The Demonic General is walking around and kills you instantly.)
Week 5: Gold Rush (Reach the end of the mines within 200 seconds while collecting 3 million gold.)

 

Mh, to be honest I dont think most of these ideas add anything new at all.

Week 1: Well, absolutly nothing new, that is with a char like DH Multishot. You just kill everything and move on.

Week 2: A bad idea, I am sorry. Yeah, it sounds good - but you have to get tons of new gear. (Because of LoH and similiar effects) Sorry, getting new gear just because of a weekly challenge? How many player would enjoy that?

Week 3: Again, nothing new. Lots of builds skip lots of enemies already. Archon Firebird Sorc e.g.

Week 4: That sounds interesting.

Week 5: Again, nothing exceptional. You equip your farming char with Boon of the Hoarder and you get ten times that much gold, even if you would try to avoid it.  That isn't any different from a farming run (e.g. for GR Keystones) you already did a thousand times.

 

The challenge rifts seem way more interesting to me, because it truly adds something different. Especially if they dont use standard runs, and I am very sure we won't see lots of these. This way you need to learn a realy different playstyle.

Your ideas fit perfectly in the existing meta, you just have to pick the proper char. (DH for Week 1, Sorc for week 3...).

Share this post


Link to post
Share on other sites
4 hours ago, WedgeAntilles said:

 

Mh, to be honest I dont think most of these ideas add anything new at all.

Week 1: Well, absolutly nothing new, that is with a char like DH Multishot. You just kill everything and move on.

Week 2: A bad idea, I am sorry. Yeah, it sounds good - but you have to get tons of new gear. (Because of LoH and similiar effects) Sorry, getting new gear just because of a weekly challenge? How many player would enjoy that?

Week 3: Again, nothing new. Lots of builds skip lots of enemies already. Archon Firebird Sorc e.g.

Week 4: That sounds interesting.

Week 5: Again, nothing exceptional. You equip your farming char with Boon of the Hoarder and you get ten times that much gold, even if you would try to avoid it.  That isn't any different from a farming run (e.g. for GR Keystones) you already did a thousand times.

 

The challenge rifts seem way more interesting to me, because it truly adds something different. Especially if they dont use standard runs, and I am very sure we won't see lots of these. This way you need to learn a realy different playstyle.

Your ideas fit perfectly in the existing meta, you just have to pick the proper char. (DH for Week 1, Sorc for week 3...).

Yes. It is all pretty basic. Yet I see more in it than just making decisions on routes and monsters. You are already forced to have certain skills and items in the challange rifts. The concept of those is too straight forward and one sided.

But with these weekly Brawl things you are actually putting your mind and collected gear into it. 

Edited by Alkasar991

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      We're getting two new sets in patch 2.6.7 aka Season 19, with the Crusader and Monk getting upgrades, but it seems we're not getting their associated set dungeons. We may be seeing new ones in the future, but it seems they won't coincide with the introduction of each new set (as we're getting 2 new sets each season from this one forward).
      Set Dungeons (source)
      I don’t believe we have plans to add new Set Dungeons for the new Class sets (at least, not for 2.6.7). I’ll talk to the team about this and see if there are any future facing plans beyond that. While it is a shame the new sets aren't coming with their own dungeons, the patch still has plenty of new content, and if we are getting new ones in later patches that will be some solid content to go over each new season.
    • By Starym
      It seems the fact that only Crusaders and Monks are getting new sets is bothering a fair amount of people and Nevalistis has replied to a forum thread titled "2 out of 7 classes are getting love!?", which is a pretty ironic title considering Barbarians are getting quite some affection this season as well (I suppose it's only love if there's sets involved... typical materialists!!1).

      The explanation goes into why this way of releasing updates to the classes was chosen and what other ways were planned and then scrapped (although the reason behind the initial limitation is clearly because there aren't that many devs working on D3, as is to be expected - and hopefully the rest are all on D4):
      Season 19 New Additions (source)
      This is pretty good summary as to why. We really had two approaches we could have taken to bringing new stuff to the game:
      Release smaller patches that have something for everyone Release larger, more focused (and ideally better balanced) patches for 1-2 classes at a time We’ve opted for the latter because we think it makes a lot more sense on a lot of levels; we can focus on a particular art style, gameplay is more consolidated, and we’re at less risk of breaking more things at a time while we work. We knew this approach could be divisive, which is why we called it out in the blog from August. We didn’t want it to be a surprise.
      Class Sets in Diablo III greatly impact skills and gameplay style. Each needs room to breathe (and be thoroughly tested) as they’re implemented. And if we need to make changes to the ones we’re adding after your feedback, we need time to do that, too.
      Trying to juggle seven all at once was just outside scope, especially as supplemental Legendary powers need attention too. I won’t pretend we’re going to get it all right, but pacing ourselves accordingly makes that at least a little more likely.
      Header image source.
    • By Starym
      Update: we're also getting a new pet and portrait frame in addition to the reurning rewards from Season 7!

      The next season's PTR will be up this Thursday and we have all the patch notes already! The big news is the new seasonal power, and it's a pretty solid one. The Pandemonuim effect will not only buff your speed and power (up to 50% speed and 100% damage) based on killstreak, but also has a combo effect depending on when you choose to end your killstreak (from massive frost novas, angels descending to help and more). All the effects are listed below and will scale based on the GR level as well, making them (hopefully) relevant in higher GRs as well.

      We're also getting new sets! Crusaders and Monks will be getting them this season, with the other class ones arriving in later seasons, and there will be new and returning legendary powers that will synergize with the sets.

      Barbarians also get a lot of tweaks to their legendary items, hopefully addressing the issues players have had with the class.
      New Pet (source)
      I totally forgot to put this in the patch notes, but just in the interest of visibility:
      Added a pet and portrait frame reward for completing the full Season Journey for Season 19
      This is similar to the Galactic Wings that were available during Season 17 and in addition to the returning Season rewards from Season 7 for completing Chapter IV
       
      PTR Patch 2.6.7 (source)
      The one-week PTR testing period for 2.6.7 begins October 17 and we need your help to make Season 19 better than ever!
      We’ve begun introducing brand new class sets to Diablo III as outlined in our Ongoing Support blog, heavily revised several Barbarian Legendaries at the direct request of the community and continued to iterate on our approach to Seasonal buffs and how they can change up the overall gameplay experience. Take a look at the preliminary patch notes below and start theorycrafting; Patch 2.6.7 will be arriving before the end of the year!


      PATCH 2.6.7
      Table of Contents:
      General Seasons Items Monsters Bug Fixes Note: All changes apply to all versions of Diablo III, including PS4, Xbox One, Switch, and PC unless otherwise indicated. Please note that PTR is only available for PC and Mac users.
       
      General
      Greater Rift Keystones are now subject to vacuum pick-up A note regarding the California Consumer Privacy Act (CCPA) has been added, clearly stating we do not sell account information. For more information regarding the CCPA, please see here. (Console Only) Return to Top
       
      Seasons
      Developer Note: One of the biggest pieces of feedback from Season 18's buff was that the Triune bonus didn't stick with your character while you adventured. With Season 19, we've altered course as well as upped the ante by experimenting with new mechanics to add an element of both chaos and power to the battlefield. It should feel a bit like Pandemonium, and it may be a consideration whether or not you want to reset your total kill streak for a particular killstreak bonus versus continuously maintain the overall effect (especially as the highest level killstreak rewards will be harder to leverage in situations like Greater Rifts). Killstreaks with higher kill count requirements are more powerful, and we're looking forward to seeing what players think of and do with them! The buff for Season 19, the Season of Eternal Conflict, has been added Pandemonium For the duration of the Season, all players will have a stacking buff that that persists as long as you have hit or killed a monster within the last 5 seconds Each stack gives 0.05% movement speed and 0.1% bonus damage. This bonus caps at 50% movement and 100% damage (1000 stacks) In addition, after reaching a certain number of kills in a row, a power is unleashed, dealing an amount of scaling damage based on player level and difficulty or Greater Rift level: 15 Kills: Five massive energy twisters are unleashed 30 Kills: Dark Geysers form beneath enemies 50 Kills: Exploding Chickens seek and destroy 100 Kills: Corpses rain from the sky 150 Kills: A wide Frost Nova freezes enemies 200 Kills: Treasure chests fall from the sky 300 Kills: A ring of fire engulfs everything 400 Kills: Meteors hail from above 500 Kills: Angels descend upon the battlefield to fight for your cause 1000 Kills: ??? Powers are tracked at a group level; this means only one power can be active in play at a time, regardless of the number of players in a group Return to Top
       
      Items
      Developer Note: With Patch 2.6.7, we are beginning to roll out new class sets for every class in Diablo III. For the Season of Eternal Conflict, we're focusing on the two classes that embody the Light and wield some form of Holy elemental damage: Crusader and Monk. You'll also find a handful of retuned or newly added Legendary powers intended to synergize with the new class sets. We did a lot of community research into which skills were most requested by players as well as most underrepresented in current builds, and we hope you're as excited as we are for these new gameplay options. The other class sets will be coming in later patches, so if your class isn't represented this time around, fret not—they're coming in a future patch! You'll also notice a significant number of Barbarian item changes in this patch. While the Barbarian class set will be coming at a later date, we have very much heard the War Cry from our dedicated Barbarian community and implemented a number of changes heavily inspired by extremely thorough feedback. While not every suggestion has been taken at a 1:1 parity, the thoughtful analysis helped guide us to changes we could implement in this patch. Thanks very much to the community members who expressed their concerns in a respectful, constructive manner. It's very helpful, and we greatly appreciate the thought and effort that went into making your voices heard! New Crusader Set: Aegis of Valor 2-Piece Bonus: The charged bolts from Fist of the Heavens has a chance to cast another Fist of the Heavens 4-Piece Bonus: Hitting with Fist of the Heavens reduces damage taken by 1% for 5 seconds. Stacks up to 50 times 6-Piece Bonus: Increase the damage of Fist of the Heavens by 10,000% New Monk Set: Patterns of Justice 2-Piece Bonus: Sweeping Wind gains the effect of every rune 4-Piece Bonus: Each enemy within Sweeping Wind increases your movement speed by 5%. Stacks up to 10 times. 6-Piece Bonus: Attacking with Tempest Rush while Sweeping Wind is active will temporarily increase the size of Sweeping Wind after hitting over 30 times within a short period. Sweeping Wind damage is increased by 10,000% Darklight Fist of the Heavens has a [45-60%] 100% chance to be cast twice. Additional Legendary Power: Increases the damage of Fist of the Heavens by [200-250%]. The Eye of the Storm New Legendary Power: When Sweeping Wind hits exactly 1 enemy, its damage is increased by 100%. Vengeful Wind Increases the maximum stack count of Sweeping Wind by [6-7] 10 Additional Legendary Power: Increases the damage of Sweeping Wind by [250-300%] Chantodo's Resolve The scaled attack speed damage bonus to Wave of Destruction has been reduced Developer Note: This is a reactive adjustment from an earlier change to how Wave of Destruction receives a bonus from Attack Speed. The buff that resulted from that change was more than we expected, so we're reigning it in. Wrath of the Wastes 6-Piece Bonus: The damage bonus now also applies to Rend Lamentation Additional Legendary Power: Increases the damage of Rend by [150-200%] Ambo's Pride New Legendary Power: Attacking with Whirlwind also applies Rend and the total damage of Rend is dealt over 1 second Remorseless Hammer of the Ancients has a [25-30%] chance to summon an Ancient for 20 seconds New Legendary Power: While both Wrath of the Berserker and Call of the Ancients are active, Hammer of the Ancients deals [200-250%] more damage. Fjord Cutter You are surrounded by a Chilling Aura when attacking. New Legendary Power: Seismic Slam attacks 50% faster and also deals 100-150% increased damage against Slowed or Chilled enemies Bracers of Destruction Seismic Slam deals [400-500%] increased damage to the first 5 10 enemies it hits. Fury of the Ancients Call of the Ancients gains the effect of the Ancients' Fury rune and your Ancients attack 100% faster Bone Ringer Now has a cap of 60 stacks. Developer Note: We never intended for this item to be used in a way where you farm stacks for an egregious amount of time (5+ minutes) and then watch all their health disappear in less than a second. It's not an engaging style of gameplay, and we don't want that experience to be the best way to play the Necromancer. Legacy of Dreams This gem is now more likely to drop from a Greater Rift Guardian Return to Top
       
      Monsters
      Blighter Blighter's Poison Tentacles' Area of Effect now hits less frequently, but at higher damage, when attacking players Return to Top
       
      Bug Fixes
      Spite Fixed an issue where casting Restless Giant would cause the 200% physical bonus damage to fail to apply when the Gargantuan enraged Squirt's Necklace Fixed an issue where some ground effects were causing the Squirt's Necklace buff to fall off despite being shielded Return to Top
       
      How to Participate
      To participate in the public test, you must have a Diablo III game license attached to a Battle.net account in good standing (i.e. one that hasn't been suspended or banned). In addition, you will also need to download and install the Blizzard Battle.net desktop app if you have not already done so.
      Step 1: Restart the Battle.net desktop app.
      Step 2: Navigate to the Diablo III tab on the left-hand menu.
      Step 3: On the Diablo III screen, there is a drop-down menu right above the "Play" button (note that this may say "Install" if you do not have Diablo III currently installed). Select "PTR: Diablo III" from this drop-down menu before proceeding.
      Step 4: Click Install to begin the installation process.
      Your PTR account will be created automatically if you do not already have one. The PTR is available in all supported languages, and accounts from all regions are eligible to participate. For additional assistance with installing and launching the PTR, click here.
      Return to Top
       
       
      PTR Character Copy
      The option to copy your existing Diablo III characters from your live account to the PTR will be available and can be done directly through the PTR client. However, only one region per account can be copied at a time. So, if you choose to copy characters from your account in a different region, any previously copied PTR characters will be lost.
      Step 1: Log into the live game and then log out.
      Step 2: Log into PTR client and create a level 1 character. After you're done, return to the main character screen.
      Step 3: Click on the "PTR Copy" button located in the upper right-hand corner. (The PTR Copy button will not appear in-game until you have created a new level 1 character.)
      Step 4: Select your region.
      Step 5: Click "Copy." This will copy all characters on your account from the selected region.
      Step 6: You will be disconnected from the PTR client.
      Step 7: Log back in. Your copied characters will be available for play.
      Please note that you can only copy characters from one gameplay region at a time. If you choose to copy characters from a different region, any previously copied PTR characters will be lost. In addition, you can only copy characters over to your PTR account once every 24 hours. Attempting to copy characters before this cooldown is up will result in an error.
      Return to Top
       
      As this is a test server, please anticipate uneven game performance, and note that restarts and downtime may occur without warning. Thank you, and we look forward to your feedback!
       
      A killstreak-based seasonal power, new Crusader and Monk sets, Barbarian reworks and more!
    • By Stan
      This week's Challenge Rift 120 revolves around Demon Hunters.
      Challenge Rift 120 EU
      Gear
      Visage of Gunes Rakoff's Glass of Life + Gogok of Swiftness (Rank 57) Strongarm Bracers Elusive Ring + Legacy of Dreams (Rank 53) Pandemonium Loop + Pain Enhancer (Rank 61) Karlei's Point + Holy Point Shot Kanai's Cube Powers
      Dawn Aquila Cuirass Elusive Ring Skills
      VengeanceSeethe ImpaleRicochet PreparationInvigoration Shadow PowerGloom VaultRattling Roll CompanionBat Companion  
      Passives
      Sharpshooter Tactical Advantage Custom Engineering Awareness Impale is your main damage-dealing ability. You won't have any problems with toughness this week. You can Vault through Elites to proc your Strongarm Bracers and deal increased damage. Vengeance is going to have permanent uptime thanks to Gogok of Swiftness. For more information on layout, check out Mnemonic's video guide linked below.
      Challenge Rift 120 US
      Gear
      Andariel's Visage Dovu Energy Trap Mantle of Channeling Aquila Cuirass Frostburn Sanguinary Vambraces Hellcat Waistguard Depth Diggers Irontoe Mudsputters Convention of Elements + Bane of the Trapped (Rank 76) Unity + Legacy of Dreams (Rank 76) Leonine Bow of Hashir + Sin Seekers Kanai's Cube Powers
      Echoing Fury Cindercoat Squirt's Necklace Skills
      VengeanceSeethe GrenadeCluster Grenades Rapid FireWithering Fire Rain of VengeanceShade CompanionBat Companion Shadow PowerBlood Moon Passives
      Sharpshooter Ambush Grenadier Single Out Spam Vengeance, Companion, and Shadow Power every time they're up. Grenades will do your most damage, so throw them as you walk to kill trash. Use Rapid Fire for high single-target damage output on Elites or the Guardian. Cast Rain of Vengeance on Elites. Here's Raxx with his clear of the rift.
    • By Stan
      The drop chance of Legacy of Dreams from Greater Rift Guardians will be increased in Season 19. A suggestion has been passed on to the dev team to include the gem, which replicates the Legacy of Nightmares buff, in the Haedrig's Gift cache.
      The increased drop chance means the gem will have a higher priority to drop from the Greater Rift Guardians as outlined in the blue post below.
      Blizzard (Source)
      Hello everyone,
      In this post I just want to discuss my views on two different approaches for starting a season, and why adding a reworked Legacy of Dreams gem to the 3rd Haedrig reward makes sense.
      As noted, I feel there are two sorts of progressive players in D3. First, you have players that want to take sets, whatever is the most powerful, and just go for it out of the gate. Next, you have a group of players who prefer the slow grind of gathering different pieces of loot for a more player driven build.
      Right now, the first option is the only relevant option if you want to compete out of the gate.
      By allowing Legacy of Dreams to drop with Haedrigs gift, and re-balancing as a level 50 max gem rather than level 99, you fully open up the option for players to hit the ground running with Legacy of Dreams.
      I see absolutely no negative to these two changes, but wanted to see what the community thought?
      Thank you!
      That’s certainly a thought. I’ll pass the feedback on to the development team.
      I will note, however, in the next patch, we are going to increase the drop rate for Legacy of Dreams from Greater Rift Guardians. It’s a little low currently and hopefully that will help with the feeling that this gem is too scarce. We’ll give that a go first and see if we need to re-evaluate after.
      Is this to be interpreted as making it drop sooner when you first start collecting the gems?
      Correct. While you’ll get it eventually even with bad RNG by process of elimination, this change should make it more likely to drop sooner rather than later.
      Again, not guaranteed; random is still random and bad luck still happens. But it should be better after the update.
×
×
  • Create New...