A fan complaining about Nephalem Rifts made a post worthy of discussion:
1) How about making special treasure goblins or monsters spawn only in Rifts?
2) Special crafting components, items, treasures and the likes only drops in Rifts.
3) Treasure vaults that hold plenty of loot but spawn rarely.
Gobbyland appears at 0:29.
Also, what happened to Demon’s Hand? I remember they made a pretty UI for it from datamine info.
Grimiku: Hm, I’m interested in your feedback, but I’d like to dig in a bit more if possible. Let’s take a look at the design goals for Nephalem Rifts, the rifts themselves, and then talk about what you would do to spice them up from there.
The intent is for Nephalem Rifts to provide players with a short burst of endlessly replayable content with a ton of exciting moments, but in a way that feels genuinely optional. Currently, this is done with a varying number of randomized levels and layouts that are populated with random monsters, bosses, lighting, weather effects, and density (like this room full of Treasure Goblins!). And, of course, provides randomized rewards.
With that in mind, what would you do to add more exciting replayability to them without making them feel mandatory?
The OP’s ideas are fine, but I don’t think they are exactly *necessary* at launch.
Going into Blizzcon already knowing a lot about Nephalem Rifts from datamining and past Blue comments, I was expecting them to be just random levels and monsters, like an upgraded version of D2’s Guest Monsters. They are much more than that. I explored at least 8 or 10 of them in games on the show floor and came away much more impressed than I’d expected. Rifts aren’t just a little randomized, they are crazy random in layout, variety of monsters, size and arrangement of levels, and even in rewards found on them.
I saw Rift levels with high monster density and few bosses, others with many more bosses than usual, some huge levels with very new layouts, levels with half a dozen Golden chests, and all that with totally different monster varieties and combinations. And the devs have said that there are others with non-randomized features and things like certain themes of monsters, or ones with special layouts, or the Treasure Goblin bonus rooms, etc.
That said, I still think the plan is to launch Nephalem Rifts as a fairly straight-forward randomized dungeon feature, with more stuff added in later in patches. Like the Blackhand Key and/or Demon’s Hand, which datamining suggested was a sort of Infernal Machine over-quest that could only be pursued via materials obtained from Nephalem Rifts and Adventure Mode.
But is a basic Nephalem Rift at launch, with more complexity and depth later on enough for you guys? What do you think of the Rifts and Adventure Mode? Vote and stuff, so we can see some crowd consensus.