Just like the title says, rift guardians have less health in GRs when the game difficulty is on normal. Most top players already know this. It is apparently going to be ninja fixed next patch. I think it is hugely stupid mistake and not something I just want to get swept under the rug. You can test it for yourselves if you don't believe me. Good luck with your end of the season pushes.
nothing changes. The top 0,1% playerbase then knows this already, the rest is not capable of pushing GR74 (4-man) or anywhere near this to have a decent use of this "feature".
I think he was more laughing at the general hilarity of this being an actual thing that made it's way into the game. Blizzard QA doing work again.
Well it's not like the riftguardians are the biggest problem of completing a rift, but ofcourse it helps a bit.
I would say they most certainly are. Currently, we have to whack away at their incredibly large health bars for 3-5+ minutes (depending on the grift tier). Usually when I fail to complete a Grift on time, it's because I just couldn't DPS a RG fast enough.
I've never heard of this glitch. Certainly something they'll address if it's been brought to their attention.
Well it's not like the riftguardians are the biggest problem of completing a rift, but ofcourse it helps a bit.
And thats the thing.
The biggest problem is to reach the guardian with enough time left. The guardian itself is gear and setup nothing else.
Yes, the hp on higher grifts is massvie, but if you have the right setup its not a problem to controll and nuke the guardian down.
The "crapy" grift before the guardian is the thing that counts at the moment.
Good luck for your "endgame" pushes until next week.
A fair point. My experience is that I often reach the RG with loads of time left, and I spend the rest chopping down that enormous health bar. There are those "crappy" Grifts, ones that betray you through bad geography (dead ends, though this has been cleaned up quite a bit), terrible enemy types (ranged, fast moving "runners" against your melee based char), and poor pylon placements, or near none at all.
I play HC, so my idea of a high Grift is different than others. This might explain some of the differences I have here.
I didnt find any difference for RG on Normal today. If it was a bug, it is fixed now.
I still dont know how so many people reach this high level on GR in 2.2... Is it the paragon level that makes the difference so much?
More-so the 4-man dynamic of perma CC.
I'm talking about the solo leaderboards ...pretty wierd.
In that case, it could be a number of factors combined. High paragon, people that know what the heck they're doing, the use of illicit 3rd party programs etc. The way Blizz has let the integrity slip, it's hard to tell these days exactly who is, and who is not, using exploits and illicit programs.
I stay near the top of the leaderboards for my preferred classes (crus and monk), but that's in Non-Season HC, where there isn't nearly as much competition as on other boards, and I'd hate for anyone to assume I do anything but play the game as intended, as I most certainly do.
The main reason people are highly ranked on *solo* leaderboards is because they're powering themselves up with the help of groups. For example, Gabynator cleared GR66 on two classes because of multiple reasons:
1) High paragon - which you only get when playing 40-50 speed GRs in group, and especially playing as "leech" character with full XP gear.
2) Insane gear - he played a leech wizard most of the time when farming paragon which allowed him to get a lot of wizard gear.
3) Very high gems - again, if you only play solo you won't get your gems above 70 or so; the highest gems are 90+, and all the top players have almost all their games on 80+. Since some of the top groups clear 70+ casually, getting to 75 is "relatively" easy and from 75/80 on they do 1% upgrades - again, by running a GR just exactly 15 levels lower in groups (e.g., you do "speed rifts" at GR65 in a group in 6-8 minutes on average and get a 1% upgrade chance for a rank 80 each time).
4) Stack a huge amount of keys by doing group trials, so you can flip rifts until you get a good layout/good mobs/Stonesinger. Those players that cleared 65+ have done hundreds and hundreds of rifts before getting "the one".
And yeah, some illegal tools may be involved as well - although they're not as much of an issue for solo play... they're more useful in groups and in very high trials (getting 75+ keys). It's mostly all those group-supported paragon/gear/gems/keys and the sheer playtime of doing 200-400 attempts *every night*.
Just like the title says, rift guardians have less health in GRs when the game difficulty is on normal. Most top players already know this. It is apparently going to be ninja fixed next patch. I think it is hugely stupid mistake and not something I just want to get swept under the rug. You can test it for yourselves if you don't believe me. Good luck with your end of the season pushes.
I think he was more laughing at the general hilarity of this being an actual thing that made it's way into the game. Blizzard QA doing work again.
Well it's not like the riftguardians are the biggest problem of completing a rift, but ofcourse it helps a bit.
I would say they most certainly are. Currently, we have to whack away at their incredibly large health bars for 3-5+ minutes (depending on the grift tier). Usually when I fail to complete a Grift on time, it's because I just couldn't DPS a RG fast enough.
I've never heard of this glitch. Certainly something they'll address if it's been brought to their attention.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
I have no idea, but I saw it on the internet, so it must be true.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Yes it helps a bit and without that bug, gabynator and his friends wouldn't have completed the GR77 in 4-man.
A fair point. My experience is that I often reach the RG with loads of time left, and I spend the rest chopping down that enormous health bar. There are those "crappy" Grifts, ones that betray you through bad geography (dead ends, though this has been cleaned up quite a bit), terrible enemy types (ranged, fast moving "runners" against your melee based char), and poor pylon placements, or near none at all.
I play HC, so my idea of a high Grift is different than others. This might explain some of the differences I have here.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
More-so the 4-man dynamic of perma CC.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
In that case, it could be a number of factors combined. High paragon, people that know what the heck they're doing, the use of illicit 3rd party programs etc. The way Blizz has let the integrity slip, it's hard to tell these days exactly who is, and who is not, using exploits and illicit programs.
I stay near the top of the leaderboards for my preferred classes (crus and monk), but that's in Non-Season HC, where there isn't nearly as much competition as on other boards, and I'd hate for anyone to assume I do anything but play the game as intended, as I most certainly do.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Pretty sure that was fixed a few days ago. There was a hotfix for a issue with grift and having less hp then they where supposed to
The main reason people are highly ranked on *solo* leaderboards is because they're powering themselves up with the help of groups. For example, Gabynator cleared GR66 on two classes because of multiple reasons:
1) High paragon - which you only get when playing 40-50 speed GRs in group, and especially playing as "leech" character with full XP gear.
2) Insane gear - he played a leech wizard most of the time when farming paragon which allowed him to get a lot of wizard gear.
3) Very high gems - again, if you only play solo you won't get your gems above 70 or so; the highest gems are 90+, and all the top players have almost all their games on 80+. Since some of the top groups clear 70+ casually, getting to 75 is "relatively" easy and from 75/80 on they do 1% upgrades - again, by running a GR just exactly 15 levels lower in groups (e.g., you do "speed rifts" at GR65 in a group in 6-8 minutes on average and get a 1% upgrade chance for a rank 80 each time).
4) Stack a huge amount of keys by doing group trials, so you can flip rifts until you get a good layout/good mobs/Stonesinger. Those players that cleared 65+ have done hundreds and hundreds of rifts before getting "the one".
And yeah, some illegal tools may be involved as well - although they're not as much of an issue for solo play... they're more useful in groups and in very high trials (getting 75+ keys). It's mostly all those group-supported paragon/gear/gems/keys and the sheer playtime of doing 200-400 attempts *every night*.
I feel like Blizz should tune down most gems to avoid abuses.
Everyone will stick to whatever lvl they achieve since increase will be minimal
IGN — NHK
not playing since 08/2015