Strategy Overview: Difficulty Levels in Reaper of Souls


The Diablo 3 difficulty system was completely overhauled, and now we’ve got totally different Difficulty Levels in Diablo 3 Reaper of Souls. There are undocumented bonuses to drop rates all over the place and players are full of questions. What can drop where? What are the odds? When and where do legendary materials and legendary items drop best? All questions are answered in this article.

This article is a condensed version of the massive DiabloWikiDifficulty article in the wiki. Figures are taken from numerous Blue posts and other sources. (Refer to the DiabloWikiDifficulty archive article if you want to compare to how different things were in DiabloWikiDiablo 3 vanilla.


Difficulty Basics

Difficulty reference. Accurate for Reaper of Souls v2.0.3.

Difficulty chart for RoS 2.0.3 by d3agl3uk.

Everyone who has played the game by now is aware that the four tiers of difficulty, Normal/Nightmare/Hell/Inferno are gone. They’ve been replaced with a dynamically-scaling system, where literally every monster in the game can be level 1-70, scaling up or down to match the level of the character who created the game. This has some weird effects; a new character could level 1-70 just doing one area over and over again in game after game, or if you play in Adventure Mode you could head straight to DiabloWikiDiablo or DiabloWikiMalthael at level 1, but hey… we wanted open world, we got DiabloWikiopen world.

On top of the scaling there’s a 1-10 level difficulty slider that works much like the DiabloWikiMonster Power system used to. Monster Power increased a character’s Gold Find and Magic Find, plus the EXP% gain. The new difficulty system still does most of that, but no more is Magic Find increased, and the monster hit points, plus the EXP and GF bonuses are much higher on Torment 6 than they were in the old system on Monster Power 10. And the +EXP% multiplies the experience rewards for completing quests, side events, Cursed Chests, and bounties, making for huge EXP bonuses for completing those events on higher difficulties.

Higher difficulty settings are still required to obtain DiabloWikikeys and DiabloWikidemonic organs, but their drop rates increase much more slowly, and you’ve got to play at least DiabloWikiTorment 1 to have any chance at them dropping (Minimum chance is 25% and maximum is 50%. In the old system you had a 5% chance on MP0 up to 100% on DiabloWikiMP10.)

There are other new difficulty-level bonuses: Expert and above doubles bounty currency rewards, DiabloWikiImperial gems have a chance to drop on Master and above, Torment and above boosts the drop rate of legendaries, with an extra boost if you’re in a Nephalem Rift, the drop rates of Legendary Materials and Death’s Breaths increase with each difficulty level, and Class Set Items and new Legendaries only drop on Torment 1 and higher.

Also, monster powers, Elite Modifiers, and monster resistances (to CC type effects) increase with their scaling level (though not with the difficulty level). Blizzard has not released the exact figures, but they seem to be equivalent to how they worked in the previous difficulty system. For instance, Elites used to gain a 2nd affix on Nightmare, and 3rd on Hell, and a 4th on Inferno. This still happens, but now it occurs around level 30, 50, and 60, which roughly corresponds to the designed character level curve in the previous system. (Details on all the Elite Affixes and monster CC resistances are in the Diablowiki.net DiabloWikiDifficulty article.)

Got all that? Easy to remember? Not really. So let’s use some lists for easier comprehension.


Difficulty Levels

The basic monster hps and damage, and the exp/gold rewards are listed below, plus the item drop and other milestones activated at various difficulty levels.

  • Normal: 100% Monster HPs, 100% Monster Damage, 0% extra gold bonus, 0% extra XP bonus
  • Hard: 200% Monster HPs, 130% Monster Damage, 75% extra gold bonus, 75% extra XP bonus
  • Expert: 320% Monster HPs, 189% Monster Damage, 100% extra gold bonus, 100% extra XP bonus
  • * Doubled bounty currency rewards for Expert and all higher levels.
  • Master: 512% Monster HPs, 273% Monster Damage, 200% extra gold bonus, 200% extra XP bonus
  • * Imperial gems may drop instead of Marquise on Master and all higher levels.
  • Torment I: 819% Monster HPs, 396% Monster Damage, 300% extra gold bonus, 300% extra XP bonus, 25% chance for keys/demonic organs.
  • * Torment+ enables class Set Items at lvl 60+, and at lvl 70+ possible Key and Organ drops, plus increasing bonuses to legendary drop rates and extra bonuses to legendary drop rates in Nephalem Rifts.
  • Torment II: 1311% Monster HPs, 575% Monster Damage, 400% extra gold bonus, 400% extra XP bonus, 28% chance for keys/demonic organs.
  • Torment III: 2097% Monster HPs, 833% Monster Damage, 550% extra gold bonus, 550% extra XP bonus, 33% chance for keys/demonic organs.
  • Torment IV: 3355% Monster HPs, 1208% Monster Damage, 800% extra gold bonus, 800% extra XP bonus, 38% chance for keys/demonic organs.
  • Torment V: 5369% Monster HPs, 1752% Monster Damage, 1150% extra gold bonus, 1150% extra XP bonus, 43% chance for keys/demonic organs.
  • Torment VI: 8590% Monster HPs, 2540% Monster Damage, 1600% extra gold bonus, 1600% extra XP bonus, 50% chance for keys/demonic organs.

  • The Infernal Machine

    Listed above, but here are the DiabloWikiInfernal Machine drop rates. These are the drop rates for Keys from Key Wardens and Demonic Organs from Ubers. Remember that there are now 4 new keys (1 from each KeyWarden) required to make each Infernal Machine, 4 different Portals to 4 different Ubers, and 4 new Demonic Organs. You can not use your old Keys or Organs for the new Infernal Machine.

  • Torment I: 25%
  • Torment II: 28%
  • Torment III: 33%
  • Torment IV: 38%
  • Torment V: 43%
  • Torment VI: 50%

  • Legendary Drop Bonus Rates

    Legendary items drop with greater frequency on higher difficulty levels, and there is a special +25% bonus to the legendary drop rate while in DiabloWikiNephalem Rifts. The following figures are the bonuses added to the regular drop rates. Of course you have more than a 0% chance of finding legendaries below Torment 1.)

  • Normal: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Hard: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Expert: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Master: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Torment 1: +15% Legendary drop bonus, +44% bonus in Nephalem Rifts.
  • Torment 2: +32% Legendary drop bonus, +65% bonus in Nephalem Rifts.
  • Torment 3: +52% Legendary drop bonus, +90% bonus in Nephalem Rifts.
  • Torment 4: +75% Legendary drop bonus, +119% bonus in Nephalem Rifts.
  • Torment 5: +101% Legendary drop bonus, +151% bonus in Nephalem Rifts.
  • Torment 6: +131% Legendary drop bonus, +189% bonus in Nephalem Rifts.

  • Material Drop Rates

    Materials do not directly drop more commonly on higher difficulties, though you can obtain more of them playing on higher difficulties, since more legendary items drop, which can be salvaged to make more Forgotten Souls, etc. Death’s Breaths and Legendary Materials do drop at higher rates, increasing directly with the difficulty level setting.

    Death’s Breaths drop only from random Elites, Purples, Treasure Goblins, and Golden Chests. Legendary Materials drop from a few objects, but mostly they come only from Purples (including Rift Guardians) of the appropriate monster type. See the legendary materials forum thread for a full list of the mats and what drops them, and that info is coming soon to the DiabloWiki in convenient table format.

  • Normal: 15% chance of Death’s Breaths, 5% chance of Legendary Materials.
  • Hard: 18% chance of Death’s Breaths, 6% chance of Legendary Materials.
  • Expert: 21% chance of Death’s Breaths, 7.2% chance of Legendary Materials.
  • Master: 25% chance of Death’s Breaths, 8.6% chance of Legendary Materials.
  • Torment 1: 31% chance of Death’s Breaths, 10.4% chance of Legendary Materials.
  • Torment 2: 37% chance of Death’s Breaths, 12.4% chance of Legendary Materials.
  • Torment 3: 44% chance of Death’s Breaths, 14.9% chance of Legendary Materials.
  • Torment 4: 53% chance of Death’s Breaths, 17.9% chance of Legendary Materials.
  • Torment 5: 64% chance of Death’s Breaths, 21.5% chance of Legendary Materials.
  • Torment 6: 77% chance of Death’s Breaths, 25.8% chance of Legendary Materials.
  • The drop rate of Legendary Materials was changed in DiabloWikiPatch 2.0.4 to match that of Death’s Breaths, basically tripling their frequency.


    New Difficulty System

    Aside from confusion over all these different tiers and bonuses and such, virtually none of which are displayed in the game, how do you guys like the new difficulty system? I’m a fan. I was very sick of having to grinding Norm/NM/Hell on the way to Inferno, and as a Hardcore player I’ve done that more than once per character. Scaling difficulty is delightful, and allows for much more rapid 1-70 leveling.

    I also like the increasing bonuses on each difficulty level, where the harder you push it, the more you are rewarded by basically everything. My only reservation is that it’s very much a “time played = destiny” system, especially without trading or an Auction House to allow more casual players a chance at obtaining top quality gear. You must play hundreds of hours in Torment to find the top items, and and you can’t play Torment until you grind dozens of hours to find the gear to become Torment-capable, etc.

    I like that some game elements that can’t just be bought or short-cutted, like account bound materials and gems, but putting all the best items and Infernal Machine parts as Torment-only feels like it’s maybe too Elitist and only accessible to people who put in endless hours. (Especially in Hardcore, where you don’t dare just crank things up to Torment and Zerg your way through.)

    Would it be better if the stuff that’s now Torment-only could be dropped at lower levels, even if it only came with “win the lottery” type odds? How about super rare drops and only from certain targets; Treasure Goblins and Rift Guardians, for instance? Would that let casuals or less skilled players have access to the Big Boy slot machine, and lift the feeling that they’re doomed without Torment?

    Comments

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    1. I’d like Torment-only items to drop in lower difficulties. The drop rate would probably have to be Zod-like 🙂
      T1-6 would still be the go-to difficulties for efficient farming, just like higher MP before.
      I finally could play a bit yesterday and I find the game is pretty fun for now, besides the fact that I started RoS with the apparently-now-not-so-popular Barbarian…

    2. Where did the torment lengendary drop-rate information come from, since Blizzard seemed not to want to tell us?

    3. “You must play hundreds of hours in Torment to find the top items, and and you can’t play Torment until you grind dozens of hours to find the gear to become Torment-capable, etc.”

      This is exactly why they should greatly increase the drop chance of crafting plans at 70 and decrease the crafting costs to a reasonable level. Right now by the time you can craft a few things you don’t really need them, except for a few select items.

      Alternatively crafted items should compete with dropped ones, which means that more of them should have unique properties like Reaper’s Wraps. Even then, the price of some Sets would be ridiculous.

      • I completely agree. I feel like I’m completely alienated from the crafting system because I came into ROS with only 5.5 mil gold. With the gem requirements I pretty much have to grind enough gear to get to torment before I can craft. At that point my gear will probably already be better than the stuff I can craft… Basically, I started out excited finding crafting plan’s like Cain’s set, but once I realized the costs, I get zero excitement out of finding crafting plans because I’ll never really be able to use them…

      • IMO the drop rates of plans are too high as it is, to the point where the bottleneck isn’t so much the absence of legendary plans, but the absence of legendary crafting mats. This should hopefully be sorted out once they buff the drop rate of the mats in question.

        The other problem is whether or not the crafted items should serve a purpose other than acting as glorified rares (6 random modifiers). Either they have a place in the end-game thanks to potentially unique legendary affixes and/or some pre-determined stats, in which case a high crafting/enchanting cost may be justified, or they have no special stat other than affixes that roll slightly higher than rares, in which case they shouldn’t be too expensive to craft since it may take multiple crafts/enchants to get an upgrade. Right now most of them are kind of in the middle, too random to be worth crafting with the current, prohibitive cost.

    4. Fresh 70s can do T1 easily and be decked out in perfect rolled rares in 3 hours..

      I am sorry but if you cannot do T1 at least, the problem doesn’t lie with RNG/class balance but…

      • Kind of guessing you’re softcore…

        • well, don’t play hardcore, if you don’t want to play “hardcore”, right? ofc there has to be difference in approach and/or strategy hardcore vs. softcore, not just for “elitist” hardcore players to wave their e-peen around, how hardcore they are…

        • Have not died a single time on my DH

        • Maybe. I still the most literal definition of never die on T1 on my softcore characters with very basic survival gear, and T1 is the best farming difficulty unless you’re at this point where you 1hko everything.

        • You’re right. I could probably play on Torment I pretty soon after hitting 70 with a new toon, but it surely wouldn’t be worth the risk. Getting truly Torment viable gear takes longer than ‘3 hours’ in my experience.

        • Is softcore supposed to be an insult? Definitely lost a lot of respect for you with this comment, Flux.

          • I’m sure it wasn’t meant as an insult, but merely as an observation that the experience and playstyle of a softcore player is usually radically different from one who plays hardcore.

          • In my opinion he is not insinuating elitism or meaning to insult at all. He is just taking a stab based on the OP’s statement. You can’t “do T1 easily and be decked out in perfect rolled rares in 3 hours” in Hardcore. 🙂

            In other words he is saying- “You’re right, but this doesn’t apply to all players”

          • Being properly geared for Hardcore is more indicative you’re correctly geared for that difficulty than it is compare to softcore.

          • Yeah, I should have said, “guess you’re not playing Hardcore.” Since the idea of going up into Torment that quickly with a new HC char is just insane.

            Inconvenient that “hardcore” has a conventional meaning and is the specific meaning of a game mode in D3.

        • I am playing HC and I its true. The problem is with you if you are too retarded to play t1 easily.

      • I wish I had some luck like that. Maybe you are experiencing a bug that causes only the best items in the game to drop for you. Personally, it was more than 10 hours of level 70 play time before i found the first upgrade over my 60 gear. I have played many more hours and still have some level 60 gear equipped.

    5. The problem with this game is that there is, essentially, no end.

      Previously, when you ‘maxed’ your character, you could still farm and sell stuff on the AH, possibly even for real money, as a goal.

      Now, when you max your character, what is there to do? Make another character? Farm more paragon levels? It never ends. There’s no ‘goal’ left to achieve.

      I noticed this in particular when leveling a new character and putting a level 70 ruby in a level 15 weapon. The challenge was gone. Things die in like one hit. I cast Strafe and everything on the screen dies in half a second.

      In short, it wasn’t fun anymore. It’s like…why am I playing?

      Without challenge, there’s nothing to conquer, nothing to accomplish. That’s why I’m totally okay with drops required in order to go to a higher difficulty level to be fairly rare. It keeps the higher difficulty levels harder for a longer period of time.

      I mean, if you could just press an I-win button and be one-shotting everything on torment 6….what would you do then? I’d find it incredibly boring very quickly. Yeah, you’d be farming tons of loot…but to what end? You already one-shot everything. What more loot would you need?

      So yeah, drops that increase your power, it’s okay if those are a bit rare, especially at max level. But drops that change up your gameplay, those I’d like to see more often, because changing up the gameplay keeps things fresh and interesting.

      • ” if you could just press an I-win button and be one-shotting everything on torment 6….what would you do then?”

        You’d do the same for every other class in each league. That’s 12 characters to gear out until they are *insert x goal here*. I agree that some alternate, competitive and or challenging content could be a great addition, but as a loot hunting game (i.e; what diablo is all about) it definitely doesn’t disappoint.

    6. QUOTE

      TYou must play hundreds of hours in Torment to find the top items, and and you can't play Torment until you grind dozens of hours to find the gear to become Torment-capable, etc.

      That sounds a lot like D2, doesn’t it? I for myself think that 50% of all ex D2 players want the game to be like that, including me. As long as there’s enough stuff to be found, people will play hundreds of hours, even though it’s so repetitive. Unfortunately, the lack of trading will make things boring much more quickly than in D2,.

      On a glance, the pic with the table seems to suggest that from T1 is most rewarding because monster HP scales up much more than anything else, except you can one-hit kill on higher ratings. I haven’t read all of the text yet, however.

      • Sorry, I have to disagree somewhat. One of the beautiful things about D2 (pre-1.10, anyway, and the crazy runewords) was that they steadily introduced gear that would carry you to the next level.

        For example, in Nightmare, you could find Titans, Goldstrike Arch, Lycander’s, Vipermagi, Herald of Zakarum, Smoke runeword – all gear that was perfectly serviceable and could comfortably carry you through Hell. Sure, you couldn’t find a Windforce or Gladiator’s Bane or the other very rarest gear, but you could (and I did) make it through Hell using only the gear you’d found in Nightmare. Once you were in Hell, you could happily farm for those rarer items, but they weren’t necessary to get you through the game, they were merely an embellishment.

        With the move from the D2 skills-based model to the D3 gear-based model, the quality of your gear became preeminent. That’s why I’ve found so many of the design decisions by the D3 developers seriously questionable – for example, the original decision to only have level 63 items drop in Acts 3 and 4 of Inferno, well past the point where you really needed those items.

        Similarly in RoS, if you are under-geared, their loot model makes it difficult for you to rectify that situation. Between Torment-only legendary drops, and the hefty cost of crafting, upgrading your gear is definitely non-trivial. Think back to the D2 crafting, and you’ll see the difference – where are things like the inexpensive crafted blood gloves, or using the chipped gem recipe to make yourself a Cruel Colossus Sword of Evisceration (with a socket)? If you couldn’t find the gear you needed, you could inexpensively craft something completely serviceable.

        I just think the D3 developers have created a chicken or the egg scenario where you really need to already have good gear to find or craft good gear. Given the centrality of gear to D3, there needs to be a better route to getting quality equipment.

        • That was certainly my experience with D3V. In RoS however, now that good endgame items are no longer gated behind the highest difficulties, there’s nothing holding you back from just slowly working your way up the loot ladder.

        • It doesn’t sound like you’ve played RoS much or at all. Loot 2.0 means that you’re kind of instantly immediately set up with class appropriate rares for all of your items, no need for “chipped gem recipes” or such things. It is very very easy to get a set of gear viable on T1 by running Expert and Master just a little bit. The progress is very gradual and constant; you get items with 5 or 6 properties, you get items that have mostly the properties you want, you get the mats to enchant and reroll them, etc.
          It is very smooth.

          “Torment-only legendaries” don’t even factor into it; you’re not likely to find one of those for hundreds of hours. I have been running T2 and T3 since RoS release and I have yet to find one.

    7. QUOTE

      I mean, if you could just press an I-win button and be one-shotting everything on torment 6....what would you do then?  I'd find it incredibly boring very quickly.  Yeah, you'd be farming tons of loot...but to what end?  You already one-shot everything.  What more loot would you need?
      You are absolutely right. The AH was that I-win button. The game is about finding better gear, that is the end-game. Now that the AH is gone, the drop rate of gear is in a good place, at least for me personally.
      
      
      On a glance (and IMO it's not worth doing more than that, as long as I'm a RoS noob :whistling:), the pic with the table seems to suggest that T1 is most rewarding because everything can happen from that point on and monster HP scales up much more than anything else, except you can one-hit kill on higher ratings. I haven't read all of the text yet, however. Am I correct?
      Yes, it still stands true that the difficulty level where you one-shot trashmobs is the most efficient level for XP farming, since HP scales up faster than XP. Travel distance between mobs is the same so that can be discounted.
      
      I know lots of people who claims that they are "farming" T1-T6 but their gear is really only able to one-shot mobs at Expert. So they miss out on XP / hour but they can have other motives for playing "too high", such as Torment-specific drops.
    8. Regarding Key Wardens:

      “1 from each” is not 100% correct. Every Key Warden can drop every key.
      You don’t have to farm a certain Key Warden to get a certain key anymore.

      You could just farm Key Warden in Act 1 for example and get all keys.

      • Is that true? I haven’t done them much in live, but during the Beta each one only dropped 1 specific key, so you had to do all 4 to get all 4 keys.

        • It’s true to a certain degree. Was farming keys last night to make 4 sets, and on two occasions I got a key from a different act dropped, namely an Act 3 key from the Act 1 Warden, and an Act 4 key from the Act 3 Warden. But these were the only two occasions out of quite a few kills on Torment 1. Rest of the 16 keys I got came from the bosses linked to them normally.

      • That’s definitely not true.

    9. QUOTE

      Regarding Key Wardens:
      
      "1 from each" is not 100% correct. Every Key Warden can drop every key.
      You don't have to farm a certain Key Warden to get a certain key anymore.
      
      You could just farm Key Warden in Act 1 for example and get all keys.

      Interesting, do you have a source on this?

    10. My issue with the difficulty levels is that there’s basically no reason to bother with hard, expert and master at max level. They served a purpose when leveling up but at 70, not so much. When gearing up for torment it would be nice to have an incentive to gradually increase difficulty level, especially for us playing HC. Bounty farming on normal isn’t very exciting but it’s by far the fastest way to gear up.

      • That’s where the suggestions I’ve seen on the forums make sense

        Make all legendaries drop at all levels, but as you find them in each level you play, slowly increase the ranges of attributes and make the legendaries drop a bit more. This way you slowly can progress and increase your overall stats on the drops (main stat, vit, all res, life%, etc.).

        The progression then becomes better and longer without a drought of not finding any new legs that are upgrades so that you could keep playing a harder difficulty and hoping to find upgrades and after a few it becomes progressively easier and you jump up a notch until you reach T6 where you are decked out in the max everywhere. Then you start with another char.

        Example: main stat

        normal 350-550
        hard 400-600
        expert 450-650
        master 500-700
        T1 550-750
        T2 600-800
        T3 650-850
        T4 700-900
        T5 750-950
        T6 800-1000

        At the pace things drop right now, I’ll be doing T1 on my DH forever (I still haven’t found pieces to replace a few lvl 60 legs I found in 2.0). But I’d like to get her higher and try all the interesting builds before moving to level the other 5 classes and decking them out too. I won’t even finish one char before the next expansion hits with the current level

        And crafted gear and sets being worse than found legendaries, these should be relatively easy to make and find materials for them. If they want them to be very rare especially finding the leg mats, they need to crank them with fixed and somewhat high stats.

        crafting and enchanting needs an overhaul. Like needing an flawless imperial to reroll one stat on my lvl 60 ring. This is ridiculously expensive and I dumped all my mats in 2.0 before the AH closed to net around 50m gold. I can image the people that don’t have much gold, this is unattainable.

        Game is much more enjoyable with adventure mode, but without items slowly following the grind, it’s becoming a chore like reported so many times.

        And yes I’m a casual which doesn’t have 4-10h a day to play this game. I don’t think I’ll ever play enough to reach T6, but I think we could get something in so that the ones playing a lot more will also progress (faster to T6) but the casuals won’t be left in the dust either for the sense of progression.

    11. I am in D3, but in D2 I was pretty much exclusively HC. Why?

    12. Now someone needs to compile a list of new 70 legendaries and run the math on whether master is actually better than torment X for farming pre-RoS legendaries.

    13. Finally some data to sink your teeth into. That 1600% gold find at topT is pretty damn handsome. That would be enough reason for me to grind the crap outta this game when it finally comes to ps4. I really like the way gold means something now, that’s something most conveniently forgotten when thinking about D2.

    14. I don’t think the best loot should drop in lower difficulty levels. It’s already too easy to get to Torment 1 – this game has really become very casual compared to when it was first launched. And if you make it so they drop in lower difficulties, you make it so there is very little reason to run the harder stuff. Why is it even there then? Bragging rights?

      I already think the higher difficulty levels are not rewarding enough. Just the other 2 days, I was doing almost 1000 bounties for Act 1 on NORMAL, even though my character has 1.2M dps and 13M toughness. That’s a Demon Hunter too, and there’s plenty of other elemental damage mods, 4 piece marauders and stuff on top of this.

      So why am I doing normal? Because it’s faster to get bounty caches, and because there is basically no tangible difference between running them on Normal or something else – the legendary drop rates are already so close together anyway. I did 80 caches on Torment 1, and I got 1 nat’s ring. That’s it. That was the only torment-specific item I got. I did 70 more on Normal, and felt like I was getting the same legendaries per hour, but I finally got my Royal Ring of Grandeur… and it took me less than half of the time compared to doing the first 80 on Torment.

      If you ask me, Torments need to be more rewarding, not less. Giving everything to anyone that plays on normal – a difficulty level that even level 60 geared players can play at – makes no sense.

    15. QUOTE

      You're right. I could probably play on Torment I pretty soon after hitting 70 with a new toon, but it surely wouldn't be worth the risk. Getting truly Torment viable gear takes longer than '3 hours' in my experience.

      I think it takes more than 3 hours, but I don’t think it would take more than 12 or 15.

      Between bounties, crafting and farming normal difficulty, you can get legendary/set-level rolled affixes before you even see torment-specific gear. You can literally get to 900k-1M dps just with this gear alone.

      What does Torment-specific gear really net you that is so desperately needed to farm on Torment? To reduce the cooldown of your Rain of Vengeance? To get 5 companions out at the same time? Is this stuff really necessary to farm Torment 1?

      I just don’t see the chicken-and-egg problem here at all with the way the gear is doled out at the various difficulties. You can farm normal to get gear so you can farm torment. It’s very forgiving, and once people figure out the most efficient crafting recipes and other such tribal knowledge within the game, it will be very easy to get to Torment I once ladders are enabled.

    16. QUOTE

      I wish I had some luck like that.  Maybe you are experiencing a bug that causes only the best items in the game to drop for you.  Personally, it was more than 10 hours of level 70 play time before i found the first upgrade over my 60 gear.  I have played many more hours and still have some level 60 gear equipped.

      I somewhat doubt this. It has been well-demonstrated that basic level 70 rares with 2 good stats, and then using the mystic to get the 3rd stat, will give you 500k+ dps and 5M+ toughness. If you had gear like this at level 60, then congratulations for being on the top of diablo progress, but that’s not where 99.99999% of were at when they were at level 60 prior to patch 2.0. It should be extremely easy to replace everything but your belt and amulet in RoS.

    17. well for me playing torment 3 or 1 is the same in terms of legendary droprate so why should i play higher if the rewards are useless? mosnters are tougher takes longer but yet u dont feel u get much rewarded better then playing torment 1 so i dont see how the increase is supposed to give more even if chance still is low it dont feel u get more by playing higher and that just sucks now that AH is gone u have to rely on loot which usually is not rewarding enough 🙁

    18. One of the hottest topics on the battlenet forum. Just yesterday a guy posted that you could easily do T6 with 600k dps. I was thinking… well I have 600k dps on my wizard and I’m not comfortable doing T1 (softcore, no less). Looking at these figures for legendaries, it seems the best course is to farm normal until you’re geared for Torment and skip everything inbetween, unless you’re farming paragon levels. My problem is I like a little challenge at the expense of efficiency. I have found the game at 70 easy to upgrade to where I can handle master, but not easy to break into T1. Maybe I should alternate… do an hour at master to keep myself awake, then drop it down and speed through as many bounties and rifts as I can for the next hour on easy mode.

      Playing story mode with the crusader, I hit lvl60 midway through Act 2. I love that now you can play through the story once and get the grind to 70 out of the way before you hit the final acts (or just ignore the story and play adventure mode, but that’s not my style).

    19. Increase the set item drop rate. Especially class set item. I keep farm T3

      (10 sec every types of elite kill ) and no died started last wed….not a single class special set drop. Petty sad about it

    20. i think act 2 keywarden is somehow bugged or something the drop rate is totally impossible, i have been hunting it for 1 whole day endlessly rushing towards it without killing other mobs and i have yet to get any keys from him. I tried hunting other key wardens n the keys r dropping as if they were at 50%

    21. One issue I have as a new HC character is that normal through master don’t increase item quality drops. Since Torment 1 is the first big goal, I need to get my stats and items up to a certain degree. If all i’m getting is bonuses to gold/xp and death breaths, it almost seems like i would want to just smash through normal diff for items since hard/expert/master don’t help me there.

    22. So the developers do know, how to program diminishing/increasing return formulas. Now let’s hope they’ll realize that this type of formulas make up a far more interesting itemization, than just hardcapped affixes (: Primarily dimishing return here…) and provide a good basis for a pointbased skillsystem. (Foremost increasing return, where damage is concerned. Else, for example on slowing NPCs through skills, are better with diminishing return… *) Hoping further, the second expansion could then bring D3 into a state, which could rival D2 in it’s prime.

      Silverfang

      * Skill mutation is in the game through items already, thus not needed as feature of a point based skill system, like with the . I sure hope, though, the developers haven’t stopped further developing the concept: At the moment we mostly got only general skills to play around with, with “Pets” as a category and “wolfes” as the only skillrune-mutation. A whole tier differentiation of changed general skills, individual skillrunes and a lotta more categories to “specialize” on, with “synergized changes” in combination, would be the thing, I’d now like to see, though…

      PS: Yes. I know. The developers probably won’t go this way. But please: Just let me keep dreaming of my perfect endstate of D3…

      • “edit:” […] point based skill system, like with the originally promoted tiered runes. I sure hope, though, […] “/edit”

    23. QUOTE

      It's true to a certain degree. Was farming keys last night to make 4 sets, and on two occasions I got a key from a different act dropped, namely an Act 3 key from the Act 1 Warden, and an Act 4 key from the Act 3 Warden. But these were the only two occasions out of quite a few kills on Torment 1. Rest of the 16 keys I got came from the bosses linked to them normally.

      Did some more key farming today, total of 5 sets, and this time no key drops other then the ones they normally drop. So I can say it’s a very rare occurrence.

    24. QUOTE

      It doesn't sound like you've played RoS much or at all. Loot 2.0 means that you're kind of instantly immediately set up with class appropriate rares for all of your items, no need for "chipped gem recipes" or such things. It is very very easy to get a set of gear viable on T1 by running Expert and Master just a little bit. The progress is very gradual and constant; you get items with 5 or 6 properties, you get items that have mostly the properties you want, you get the mats to enchant and reroll them, etc. 
      It is very smooth. 
      
      "Torment-only legendaries" don't even factor into it; you're not likely to find one of those for hundreds of hours. I have been running T2 and T3 since RoS release and I have yet to find one.

      I got 3 in one day. Come at me bro.

    25. Hello,

      In the difficulty chart picture you give at the top of the article, it says lvl-70 new legendaries can only be find in Torment 1 or higher.

      I can’t find this information anywhere else. Could you give me the sources of that ?

      Thx

    26. After having finished act 5 with my untwinked crusader (except for 3 perfect square amethysts and 3-5 leveling weapons for L10-30), I tried T1. I needed 3 healing potions, 3 emergency retreats and seeing the light at the tunnel (but ot reaching it) another 3 times versus a mod of 10 regular monsters to come to the conclusion that I need more than just casual finds from questing through the game to be fit for that.

    27. *headdesk* T1 is not hard, especially in a group. Even on HC, the amount of prep time required is low (though higher than the sub 1 hour it was at 60).

      You’re already best off on Normal (or a low setting) in the vast majority of cases. Let’s keep a LITTLE bit of incentive to not bore yourself to death, hm?

    28. It’s the only concrete info we have. So we can assume the stuff posted by the Blue poster is the only stuff that’s Torment only.

    29. I think this post would have been an excellent place to mention the torment only legendaries originally listed here:

      http://eu.battle.net/d3/en/forum/topic/9582428450

      Then updated here:

      http://us.battle.net/d3/en/forum/topic/12189178940

    30. This chart was updated a few days ago. Here’s the updated version:

      http://i.imgur.com/VZ7h8Dr.png

      and here’s the original thread:

      http://www.reddit.com/r/Diablo/comments/226syr/d3s_diablo_difficulty_chart_pc/

    31. I am going to confirm that Kadala does indeed give class set-items. My first legendary from her was the Chantodo’s Orb. Sadly, I do not have the screenshot to provide proof but I am quite sure that my Wiz’s level 70 set item was from her.

    32. I’ve gambled chantodo’s from her as well. That doesn’t count as a class set. I think the class sets are more like Vyr’s, Firebirds and Tal rashas.

    33. I’m fairly sure that caches can also still drop Tal’s, and any of the other sets there were in classic D3. At least, they weren’t in the list of Torment only legendaries, and afaik those are the only one’s excluded from potential Cache drops. Granted, the odds of actually getting them from a cache are pretty astronomical compared to the special cache legendaries.

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