Bottomless Dungeons in Reaper of Souls: Nephalem Rifts are Better?

A fan brought up the old topic of bottomless dungeons in Reaper of Souls and got some noncommittal Blue replies.

As for me, I could see myself “teaming up with friends” on a Saturday night and see if we can improve our score. We would do it once per week. For the other days, we would keep on farming. It adds more things to do. I could do bounty alone. I could do Rift with friends. I could try a survival alone/with a team. I’m sure that people would ever create “competitive” clans and try to survive the longest/go as far as possible. It would bring part of the community together, even if it’s vanity items. Never underestimate the power of vanity items 🙂
Vaeflare: Having different things to do when you log into Diablo III is definitely nice, and indeed some players are motivated more by shiny loot upgrades, while others are driven to test their limits, or to acquire challenging achievements and rare banner sigils.

What motivates you?

Why not both?
Vaeflare: Both is totally fine too! 🙂 We’re all gamers, and we all have different things that motivate us. I know for me at least, I tend to change up what I’m doing in game quite regularly to keep it fresh, as it were (I also love working on achievements).

For a long time I was a proponent of bottomless (or at least very deep) dungeons in Diablo 3, so much so that it was the first topic I brought up when I interviewed Wyatt Cheng and Josh Mosqueira earlier this year. Looking at that transcript now, you can see that they’re essentially describing DiabloWikiNephalem Rifts (which were still months from being announced) in their reply. More variety of level layouts and monster varieties, different content every time, new color schemes and looks, variety in density and length of challenge, etc.

Down you go...
Down you go…
So now that we’ve got Nephalem Rifts, do they live up to what players like me always wanted from bottomless dungeons? I think yes and to be honest, they’re better than I imagined bottomless dungeons would be.

Rifts have just as much variety of layout and monsters, the color scheme changes really give some dungeons the feel of being totally new tilesets, and the super shrines (Pylons) are game-changing for 30s at a time, plus the 100% counter to a Rift Guardian and the goodie bag reward for bagging them give the whole Rift an overall purpose. The only thing Nephalem Rifts don’t have is bottomlessness, but since you can just open new ones indefinitely, I don’t see that as a drawback.

That said, I like the ideas I’ve heard for making them even moar. Giving players some more choice in how the levels and/or monsters are randomized, varying Rift types so some are great for gaining experience while others are great for items, etc. And I still like the idea of bottomless dungeons as a sort of end game or multiplayer challenge, where they could get progressively harder, or reward players for going further and further in an endurance challenge.

What do you guys think? Are any of my fellow bottomless dungeon fans won over by Rifts, whether or not you’ve played them in RoS yet? And if not what do you want from a bottomless than Rifts don’t offer?

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10 thoughts on “Bottomless Dungeons in Reaper of Souls: Nephalem Rifts are Better?

  1. I love the rifts myself, always something different. The pure random insanity you can get in them. Then you jump up the difficulty and they just get nuts. Some have low monster density in different levels and then they make up for that on another level and flood you.

    My first rift I ever opened was one that was a treasure goblin level… little did I know how rare that was. No legendaries that time though sadly.


  2. I’d like to see a “wave” system challenge mode that gets exponentially harder, with scaling rewards based on how well you do and leaderboards to track your progress against your friends and other players.

    • For some reason I had almost the same idea pop into my head when I read this news post and I think it would be a fun idea to have a place to go where you get pitted against increasingly difficult rounds of monsters and challenges.

      Like you said, waves of enemies enter into the room and one goal would be to see what wave you can reach before death.

      • A wave system would let them hand-craft really hard bosses. Like, genuinely hard.

        Act bosses are challenging but not hard, because ultimately the player is expected to kill them and progress etc.

        But in a wave system, because the only reward is the level you reach, they could have bosses and monsters that are really unfair and dastardly difficult, so it was actually a genuine accomplishment to beat them.

  3. There’s no reason for rifts and bottomless dungeons being different on a functional level, since in theory those two things can be more or less identical. However, if you’re asking how a theoretical bottomless dungeon can be an improvement on current rifts, I think there’s a lot of space to work with.

    The biggest such space, I think, is just the addition of actual difficulty and risk/reward mechanics, which aren’t specifically present in rifts right now because rifts are more or less part of the existing game flow.

    I’m thinking something like, a bottomless dungeon where you know a boss with tough mechanics that can’t be facerolled even if you’re moderately overgeared spawns every 3-5 levels (but not where or on what level). The catch is that the loot gets better as you proceed in levels, but you can’t exit the dungeon except at the end of each level. If you die, your loot disappears, so in each level you have to choose whether to progress or abscond with what you’ve obtained. This adds actual non-HC risk/reward into the game, which is still missing with rifts.

  4. How about this!

    1. Players can choose the number of rift key stones to ‘activate’ or ‘turn-in’.
    2. The number of keys used determines the max number of rifts within rifts.
    3. First rift difficulty is based on the game you created. Once you complete the rift and kill the rift guardian you can proceed ‘down’ to the next rift up to the maximum number of keys you activated.
    4. Each subsequent rift within rift is a harder difficulty level and bigger bonus.
    5. There could be special rewards for getting a certain number of rifts ‘down’ depending on the starting difficulty.
    6. Rift keys are not returned if you cannot or do not complete the rift.
    7. Last but not least, there should be a leader board of things like total number of rifts completed, or fastest times to complete X number of rifts.

    Diablo needs competition!

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