That is Exactly why you have Easy or Hard options for the game mode. Why I gotta WORK, I play Games for FUN, seems a lot of people forget that. Then you could leave a portal too near a good farming area/boss which is not what the devs want. But besides that i think the rifts are pretty nicely placed at decent distances from adjacent areas. In Diablo II i did sometimes intentionally skip lesser important waypoints (Mostly Jail in Act I and a bunch of them in Act II and III combined).īut some important areas like Temple of the three, SoT, Tyrant's Hold and Mogdrogen's Shrine do need their own rifts. For eg:- Homestead to Sorrow's Bastion= Zero monsters killed on the way, same goes for the stretch from Karroz to Fort Ikon. I didn't have trouble finding riftgates and didn't think the distance between them was too long, at times when i had some real life responsibilities i would simply run past things and activate the relevant rift. However if people remember Diablo 2, that game had it's moments where finding the next waypoint was rather frustrating as well and the chances of skipping a waypoint were higher in D2 then in GD (depending on act).Īs someone who is coming to this game from Diablo II, i can agree with this. You select them from a personal rift or static rift and it would spit you out in an area as a one-way transport.Īnother thing about this subject is that it seems that some people are used to more of a linear game where it's really easy to find the next save point (kinda like TQ). They could be like "Unstable" rifts that appear similarly to the way certain paths are blocked throughout the game. This could easily slide into the lore by having the PC tap into his ability to use the gates and wouldn't necessarily always give you direct access to exactly where you want to go, but generally in the right area. Perhaps having extra riftgates spawn somewhat randomly (like a few different locations) such as the rifts that lead to the Ashen and Forsaken Waste areas. Which generally ensures that you've been tromping and stomping around enough to deserve the expedited transport. I wouldn't mind them tied to certain factions and their standing, either. It puts one in all the juicy and relevant spots (except maybe Abandoned Waterfront). The end of Act 1 has, I think, the perfect riftgate density. There's also a few zones where I think an additional riftgate and/or repositioning of existing gates would make sense (Asterkarn Valley, Twin Falls, Four Hills, Jagged Waste, Tyrant Hold, Broken Hills, etc) I'd like to see some placed mid-zone for Bounty/Quest/etc reasons. There's a few zones that are fairly large that have a riftgate at either end or in transition areas. I'd love to see some serious QOL riftgates (SoT, BoC, Mines, Arkovian Undercity, etc) in dungeon levels or near farming spots.
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