As people have seen the patch notes for 2.2 , whats stoppin poeple from doing a 4player Grift then 3 players leave then the last one kills the RG & they get an increase will that be classed as an exploit or players would do legit what are your thoughts on this cause i see that it might or might not be something for blue to look @ mayb just my 2cents.
They changed it a while ago to not work that way anymore, how ever many people open a grift is the set difficulty of the grift, no matter how many people leave
My main question is, why would you do that? While a bloodshard cap increase is nice, I don't see why people consider this so important. Normal rifts give you 120 or so, grifts give 240. So unless you find bloodshard goblins, you can do 4(rift) or 2(grift) runs before gambling with the current cap. Maybe nice if you want to gamble on alts, but I would not give up a high run for someone to increase his shard cap by 100 (from what I can see, on PTR, 4 groups do like 10 levels higher than solo).
If people would offer a good run and a key upgrade/gem upgrade for someone else to increase their cap, I wouldn't mind. The gain is so small anyway, more a nice to have.
As long as it does not influence the leaderboard, it doesn't really matter that much.
In before there will be an item "increase you damage by 'current blood shards'%" in season 3, changing my mind on this one [/p]
As people have seen the patch notes for 2.2 , whats stoppin poeple from doing a 4player Grift then 3 players leave then the last one kills the RG & they get an increase will that be classed as an exploit or players would do legit what are your thoughts on this cause i see that it might or might not be something for blue to look @ mayb just my 2cents.
One mind cannot contain all wisdom...
Make the game know how many people start the Grift and how many people end It, if those numbers don't match, don't give the BS Cap bonus lel
They changed it a while ago to not work that way anymore, how ever many people open a grift is the set difficulty of the grift, no matter how many people leave
My main question is, why would you do that? While a bloodshard cap increase is nice, I don't see why people consider this so important. Normal rifts give you 120 or so, grifts give 240. So unless you find bloodshard goblins, you can do 4(rift) or 2(grift) runs before gambling with the current cap. Maybe nice if you want to gamble on alts, but I would not give up a high run for someone to increase his shard cap by 100 (from what I can see, on PTR, 4 groups do like 10 levels higher than solo).
If people would offer a good run and a key upgrade/gem upgrade for someone else to increase their cap, I wouldn't mind. The gain is so small anyway, more a nice to have.
As long as it does not influence the leaderboard, it doesn't really matter that much.
In before there will be an item "increase you damage by 'current blood shards'%" in season 3, changing my mind on this one [/p]
As a burned out monk gearing up his DH with mainly bloodshards. I welcome this change with legs spread wide.
Also. Its your highest solo and since the rift you open with a group is classified as a group rift no matter if anyone leaves. You can't cheese it.
Unlucky for me that never really been higher than 41 ^^