I hope that some of the winners share videos (and/or some of the thought process) that got them to the top spot
You can check Zen's youtube. He also shared some interesting info how he captured the wizard top places in both EU and US last week here.
An interesting blue post appeared yesterday pretty much confirming their main priority in the Challenge Rift mode will stay the casuals and they are not interested in offering hard to master snapshots. Well, nothing new that wasn't commented by us, but it was interesting to read it from a blue:
Hey all, we’ve been seeing some great feedback on this week’s Challenge Rift build and the featured builds in general. There’s also been some confusion about how builds are chosen each week, so I wanted to offer some clarity on that.
The build chosen is actually picked by an algorithm, which we’re continuing to refine as time goes on. Each week, it picks a new build used by a player in the past week and makes that the new build for the next week’s Challenge Rift.
We’re aiming for every build to offer variety and accessibility. This is partly why you won’t often see top-performing Greater Rift builds in this mode of play; while they’re a lot of fun in Adventure Mode, the long learning curve they require to master isn’t as good a fit for a short-lived weekly challenge. For the same reason, we also reviewed this week’s Monk build and decided it was not as accessible as we would like our builds to be, so we’re tweaking the algorithm further to discourage it from selecting similar builds in the future.
While everyone will have a different take on what kinds of builds are fun, any build that’s picked should at least incorporate ways for you to survive while using it. We’ll keep working to refine which builds the algorithm picks, and as always, we appreciate the feedback we’re getting from all of you in this process!
To start from a 55 - 65 gr and fight your way towards 70 - 75+ would be much more entertaining.
Yep, the gameplay experience will be different on each tier, optimal mobs priorities and skill choices will change while you climb and at the end everyone will push that final tier and try to perfect their gameplay in order to have the fastest time OR even to beat everyone else in the top with a whole tier. It's a whole new world, where the skill of the player is not artificially simplified by their hero's enormous EHP and damage output relative to the tier.
The dev's had to communicate more with their player base in order to release a better feature for everyone. It seems that the whole GR150 exploit fiasco finally enlighten them that the communication should be a top priority for them. Let's see where this goes.
I wish they would pick builds for CRs that are interesting and fun, but less well-known.
How do you identify such builds with an algorithm? I mean we can easily browse the LBs and spot fun builds, but how to program the selection system to do it? It is not that trivial.
I think they should put some authority coefficient at each player. For example one that played little with a certain class should have low authority and thus no chance his GR to be picked up as a snapshot. Then they should remove meta builds and obviously bad builds with useless skills and shuffle the rest. But then a problem appears - what if we have a fun build at high GR - their system is tweaked in such a way atm in order to pick low tier GRs and such fun high GR build won't be picked, while the low ones will usually be from players with low authority.
Maybe they should select the build independently of the GR tier and after that re-scale the GR tier to be doable by casual players. For example: The algo picks high authority GR 90 snapshot. They use the build and the map, but re-scale the tier to GR 70. What I mean is that there are probably very few fun builds done at low GRs thus the chance a fun build to be picked is really low and because of that they should include all top 1k builds in their selection pool and spot the most fun one independently of the tier.
First, as some of you have noticed, the leaderboards currently track two sets of records: previous and current. We agree that it would be nice to have a place to celebrate the champions of previous Challenge Rifts, so we will be starting a regular, weekly blog that highlights the top 50 solo players each week.
Second, as the beginning of Season 11 is just around the corner, we wanted to clarify something about Challenge Rift caches. Only caches that are earned during an active Season are able to be claimed by Seasonal characters. This is so that the optimal play of Seasons does not include stocking up on Challenge Rift caches during the non-Season to claim on your Seasonal character for a "head start."
We're looking forward to seeing continued experimentation, discussion, and feedback on Challenge Rifts in the coming weeks.
It doesn't have to be a top clear. If you read the thread I linked, you will see that we can push these snapshots if they up the tier with 1 on completion and see where we will end up - tier 40 -> 60 for example? There is no difference whether a player pushes GR1, GR50 or GR150 - only thing that matters is his gear/stats relative to the difficulty. That is why we don't need top clears at all, but we need snapshots that can be "pushed".
While no one who is experienced in this game doubts in wudijo's skills they would shine even more in a snapshot, which involves pushing. I personally haven't tried any CRift yet and if I go try-harding the Monk one, I won't enjoy it for sure, since the pushing element is missing - there are no mobs priorities and you don't have to dodge anything (that is the artificial skill cap, which won't be there if we could progress the CRift tiers).
The rift itself is not meant to be challenging at all.
Yep, that is made in order the casual players to be able to beat it after 2-3 tries. Sadly, on a competitive level this introduces a skill cap for which I wrote in my previous post and the linked thread. So, if they want to push a real competition with this they have to improve things.
Btw someone should screenshot the CRifts LBs since older than a week results seems to be deleted and there is not a CRift API atm. That diablorank guy was making pretty good job with build screenshots, but I have no idea if he is active atm, if someone have him as friend, message him this.
On the topic - basically there are quite a big number of things that should be improved in CRifts if the developers want to push serious competition with these. If you are interested what these are you can check out this topic.
Yep, sadly the people who have done the internal CRift testing found top times snapshots to be annoying and hard to complete. This is why all CR snapshots are going to be fast times low tiers, which are quite boring to do since they don't involve pushing and put an artificial skill cap in place, because the player have enormous EHP (you can not die) and damage output (you one-two shot everything) relative to the CR level. That is why the best solution to the problem is to up the tier on completion as suggested by Darth and reward more caches per tier reached as linked in the url above.
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An interesting blue post appeared yesterday pretty much confirming their main priority in the Challenge Rift mode will stay the casuals and they are not interested in offering hard to master snapshots. Well, nothing new that wasn't commented by us, but it was interesting to read it from a blue:
Hey all, we’ve been seeing some great feedback on this week’s Challenge Rift build and the featured builds in general. There’s also been some confusion about how builds are chosen each week, so I wanted to offer some clarity on that.
The build chosen is actually picked by an algorithm, which we’re continuing to refine as time goes on. Each week, it picks a new build used by a player in the past week and makes that the new build for the next week’s Challenge Rift.
We’re aiming for every build to offer variety and accessibility. This is partly why you won’t often see top-performing Greater Rift builds in this mode of play; while they’re a lot of fun in Adventure Mode, the long learning curve they require to master isn’t as good a fit for a short-lived weekly challenge. For the same reason, we also reviewed this week’s Monk build and decided it was not as accessible as we would like our builds to be, so we’re tweaking the algorithm further to discourage it from selecting similar builds in the future.
While everyone will have a different take on what kinds of builds are fun, any build that’s picked should at least incorporate ways for you to survive while using it. We’ll keep working to refine which builds the algorithm picks, and as always, we appreciate the feedback we’re getting from all of you in this process!
Yep, the gameplay experience will be different on each tier, optimal mobs priorities and skill choices will change while you climb and at the end everyone will push that final tier and try to perfect their gameplay in order to have the fastest time OR even to beat everyone else in the top with a whole tier. It's a whole new world, where the skill of the player is not artificially simplified by their hero's enormous EHP and damage output relative to the tier.
The dev's had to communicate more with their player base in order to release a better feature for everyone. It seems that the whole GR150 exploit fiasco finally enlighten them that the communication should be a top priority for them. Let's see where this goes.
How do you identify such builds with an algorithm? I mean we can easily browse the LBs and spot fun builds, but how to program the selection system to do it? It is not that trivial.
I think they should put some authority coefficient at each player. For example one that played little with a certain class should have low authority and thus no chance his GR to be picked up as a snapshot. Then they should remove meta builds and obviously bad builds with useless skills and shuffle the rest. But then a problem appears - what if we have a fun build at high GR - their system is tweaked in such a way atm in order to pick low tier GRs and such fun high GR build won't be picked, while the low ones will usually be from players with low authority.
Maybe they should select the build independently of the GR tier and after that re-scale the GR tier to be doable by casual players. For example: The algo picks high authority GR 90 snapshot. They use the build and the map, but re-scale the tier to GR 70. What I mean is that there are probably very few fun builds done at low GRs thus the chance a fun build to be picked is really low and because of that they should include all top 1k builds in their selection pool and spot the most fun one independently of the tier.
@Rugraa: There is a blue post about this from 6 hours ago:
It doesn't have to be a top clear. If you read the thread I linked, you will see that we can push these snapshots if they up the tier with 1 on completion and see where we will end up - tier 40 -> 60 for example? There is no difference whether a player pushes GR1, GR50 or GR150 - only thing that matters is his gear/stats relative to the difficulty. That is why we don't need top clears at all, but we need snapshots that can be "pushed".
While no one who is experienced in this game doubts in wudijo's skills they would shine even more in a snapshot, which involves pushing. I personally haven't tried any CRift yet and if I go try-harding the Monk one, I won't enjoy it for sure, since the pushing element is missing - there are no mobs priorities and you don't have to dodge anything (that is the artificial skill cap, which won't be there if we could progress the CRift tiers).
Btw someone should screenshot the CRifts LBs since older than a week results seems to be deleted and there is not a CRift API atm. That diablorank guy was making pretty good job with build screenshots, but I have no idea if he is active atm, if someone have him as friend, message him this.
On the topic - basically there are quite a big number of things that should be improved in CRifts if the developers want to push serious competition with these. If you are interested what these are you can check out this topic.
Yep, sadly the people who have done the internal CRift testing found top times snapshots to be annoying and hard to complete. This is why all CR snapshots are going to be fast times low tiers, which are quite boring to do since they don't involve pushing and put an artificial skill cap in place, because the player have enormous EHP (you can not die) and damage output (you one-two shot everything) relative to the CR level. That is why the best solution to the problem is to up the tier on completion as suggested by Darth and reward more caches per tier reached as linked in the url above.