

This gets dangerous in higher GR's, causing a BIG discrepancy between clear times. The biggest discussion really, is the fact that, in GR's, most of the A5 mobs have mechanics that are difficult to avoid or even unavoidable. I vote for removing thoose act 2 "flies" that shoot flies Let me just understand this correctly, you guys are mad that some mobs actually provide a little "competition" and dosent just get smashed ? Therefore, the problem should be addressed, first, from that perspective and then fine-tuned by other means. Better RNG when populating the rifts would solve most of the problems at hand. Not every "hard" monster is "hard" for every class or every spec, so simply buffing XP given would then give other classes/specs a significantly easier time clearing rift levels with the buffed monsters. If we were less likely to get 2+ "hard" monsters all lumped in together the perceived difficulty of each individual monster would decrease and there would be less overall balance necessary. Anarchs by themselves might make things harder, but Anarchs + Exarchs + Executioners + Winged Assassins + worm things makes it feel more like RNG just took a giant shit on me. I could probably slog through a Morlu Incinerator rift, but nine times out of ten a Morlu Incinerator rift also means Terror Demons, Mallet Lords, or Corrupted Angels which takes "could probably slog through" and turns it into "why even try?" It's the same with A5 monsters. It would VERY MUCH help to isolate the problem if they'd just group monsters into difficulties and not give us rifts with lots of "hard" monsters. So either the bonus XP is going to be high enough that it evens things out for WDs, but then makes Morlu Incinerators the "must have" monster for DHs to get better GR results, or it won't be high enough and WDs still won't want to encounter them because the XP/time is not worth it. They surely could do that, but it would also mean that M6 DHs, in particular, would "win" by getting Morlu Incinerator rifts because they don't take 6-9x as long to kill them. That means Morlu Incinerators would have to grant 6-9x as much XP as a "normal" monster to remain competitive in terms of how quickly they fill the rift bar. Morlu Incinerator elite packs on T6 can, and have, taken me in excess of 2 minutes to kill. A "normal" T6 elite pack (not extra health, not horde, no electrified, fairly easy to cluster up, no insane monster-specific abilities like Morlu Incinerators and such) takes me roughly 10-15s to kill.

The amount they'd have to increase the XP gains from, say Morlu Incinerators, to compensate for how much longer it takes (petdoctors in particular) to kill them would completely "break" the game for builds that don't suffer from the same problems (M6 DH, for example). That would not only ease the rift problems, but would also be better and fairer for general gameplay in the Acts where those monsters appear. if certain types are making rifts ridiculously harder, then those types should be worth more XP. Since the progress bar is now apparently driven by mob XP value. Or just do another pass over the XP values for different mob types. Instead of nerfing monsters, simply limit the number of "will fuck your rift up to the point of frustration" monsters to one and that would probably clear up 90%+ of the problems people are seeing. Then you'd never get stuck with, say, Corrupted Angels *and* Morlu Incinerators *and* Mallet Lords, which does happen. What would be best would simply be if they categorized monsters as easy/medium/hard and only gave you one hard monster per rift level and two each easy and medium. That kind of difference in actual monster power is chasmic. I shouldn't be failing two levels lower because of them. If I can clear GR27 in ~10 minutes, if I get Morlu Incinerators and Mallet Lords, I should still be able to clear GR27, maybe in 11.5 minutes, but I should still be able to clear it. We don't need pinpoint equity here, we just need parity. It's OK for monsters to have different abilities and, therefore, varying degrees of difficulty, but that kind of discrepancy is simply too large. I've failed GR25s because they're composed of Morlu Incinerators and Mallet Lords. I've said it in other threads, but I'll say it here too.

Progress in GRs shouldn't amount to "I didn't get hard monsters." That's simply asinine and undermines the idea that GRs test your gear and your skill. This works well in campaign mode mode, where you ease in the difficulty, but not so much in a GR where the first level of the rift can be easy as taking candy from a baby, and the second trying to solve the world's food problems. The fact is, that some of these mobs are highly unbalanced when you compare them to a zombie.
