We all know by now luck is the only real factor involved in these, and whether you succeed or fail at them. Instead of getting into that, and all the drama and BS that comes as a result, I'd instead like to discuss how things could be done differently to severely limit or eliminate the luck element such that these at least somewhat serve their intended purpose as competitive venues/class balance metrics. And let's make it less annoying while we're at it. It should go without saying that classes not named Demon Hunter or Wizard, particularly Barbarians need a buff, as these changes will instantly decrease their max ranking otherwise. It should also go without saying you need a skill based base game, so no auto hits (which become high damage with infinite damage scaling), and no chain cc and so on. I've only went over this in every third post I've ever made, so I'm not doing it again. Trials: A wave ends when 90% of enemies are dead. Waves might contain elites instead of normal enemies. Such waves occur more often at higher levels and grant more time to complete. This is so they more accurately mimic the GRs you are being tested for. Trial rift scaling reduced (otherwise elites would OHKO with every attack and have 10s-100s of billions of life, the current scaling is balanced for normal enemies only). When you have unlocked a given GR level, instead of using a trial key to open a trial you instead have the option to trade it directly for a key. This key can be of any level from 1 to the highest you have unlocked, inclusive and is separate for both each character and each game mode (solo, 2 people, 3 people, 4 people). You unlock a given key level by either receiving a key from a completed trial, or completing a key you obtain for any reason (and in the latter instance, you unlock any key of that level +1, aka beating a 32 unlocks 33 down). Yes, this does mean you never have to do trials more than once per game mode if you don't want to, you still can if you want a higher unlock that way. GRs: Instead of the current RANDOM ALL THE THINGS model, GRs function more like trials (but before you flip your shit, hear me out). You enter a GR. It's a roughly 2x2 screen arena with some terrain features, not unlike the current trial map. There is a 10 second delay, and then the first wave spawns. Waves can be either a group of normal enemies of mixed types, or a smaller number of normal enemies + an elite. These grant the same sorts of progress they normally do, but enemies that give no progress do not spawn, and every wave will contain weak/low progress enemies, strong/high progress enemies, and various things in between. Value will also correspond to difficulty, which means buffing the hell out of the asshole troll mobs contribution to the progress bar, and nerfing stuff like zombies. Also, many enemy types have a maximum level. The easier sorts of enemies flat out don't appear in higher level GRs. Also, this goes without saying, but no shrines/conduits (that's why I said some classes will need a buff, as Conduits are carrying them right now and the Conduit Boards don't reflect this). A new wave spawns the instant any of the following conditions is met: The elite dies (if there is one). 90% of enemies die (if there's not one). A set amount of time passes (more time for elite waves). Unlike a trial, remaining enemies do NOT despawn. In other words, instead of the "difficulty" coming from something with 9439443594w958w9845984w9854985945045 life, it comes from being overwhelmed by an ever increasing force if you're not keeping enemies checked. In the event that the bar is filled before time runs out the guardian appears. No additional enemies spawn. Any enemies that were already there DO NOT DESPAWN. Beating the guardian gives you legendaries, and specifically balanced so that levels 26+ are most definitely better than T6. However. The reward structure is a bit changed. In the current system, you're there only for gems, but you get gems just by making it to the finish line. Your "reward" for beating the time is a higher level stone INSTEAD of the thing you're actually there for. Losing = winning, winning = losing. Completely ****ing backwards. So let's fix that. If you beat the time limit, you get a stone 1 or more levels higher AND gem levels. And you can pick any gemstone from 1 level higher - whatever level you actually unlocked. So if you get something 3-5 levels higher and don't think you can actually skip that many? Don''t do it. Take the +1-2. That's one option. The other option allows you to exchange trial keys for a specific legendary. You choose the type (say, Rimeheart). The item itself is generated randomly for your current class. The cost is 5 keys * the rarity number of the item (since about 1:100 1 handed swords are a Rimeheart, you'd need to grind 500 stones to get one). NOW. If you do NOT beat the time limit, you know what you get? Nothing. Because you lost. Also, any death in the run is a strike. If you personally have incurred at least one strike, you cannot select the legendary trade option. You must complete a level without dying to get that option. For each strike incurred by anyone in your group, the number of gem level attempts everyone gets decreases by 1. And of course, 3 strikes and you're out. Automatic failure. There you go, risk vs reward. Once you remove auto kills via jailer and such, punishing people for death is fair (and preventing it from being death zerged is also fair). The troll mobs are trollish now because they grant like 0.1% progress, but make that number better reflect the time they take and they're worth killing. Most importantly, this completely removes the whole insufficient enemies/cannot find next level problem and leaves you with the problem of actually killing things. Which ya know, is the point. The only problem is this would nerf everyone's max ranking as max rankings are determined by RNG manipulation for an ideal map and this focuses on making ideal maps less necessary by equalizing things a lot more. I suspect if it were actually done, people would get so caught in the salt of not having a Conduit I win button to realize that now more than 3% of their maps are usable. But this is my lazy try at salvaging GRs anyways.