Wednesday, 20 August 2014

Is 2.1 Patch Ready? Greater Rifts, Legendary Gems, Monk balance, DH one-trick-pony with M6 - Thier flaws and discussion on changes.


With recent developer interviews, it's hinted that Blizzard wants to get 2.1 out the door ASAP and even as soon as the end of the month. I feel, and others have voiced their opinions, that the PTR is not in a good place to go live. The elephant in the room are Greater Rifts and the legendary gem upgrade system, but there are still flaws in DH and Monk class balance that stand out the most. This is going to be a long post, so bear with me.


Greater Rifts and Legendary Gems
In reality, Greater Rifts are just a glorified “endless dungeon” system that has been proposed numerous times. The problem with a system like this, is that it is actually never “endless” like the name would imply. As you increase the difficulty (in D3 case of monster damage/hp) you will eventually reach a soft cap where you are gear limited how far you can progress in the allocated time limit. Furthermore, due to the nature of the difficulty scaling, you eventually pigeon hole yourself into a single “best build” which will have a very specific gear and skill set with little to no variation. This leads to a very stale type of end game. This is the reason why Greater Rift leaderboards are a terrible metric for class balance. You are comparing classes to their single one-trick-pony best builds and it misses what is bad about classes. The new “torment 6” milestone is now going to be Greater Rift 30. At that point, why didn’t the developers just add another torment difficulty? However, I’ll add I’m totally against adding more difficulty levels.

The current state of Legendary Gems and how they are upgraded doesn’t fit well either. We all know that there is a hard cap of level 100 for Greater Rifts, yet players are maxing out around level ~40 on the PTR. This leaves a whole limitation on what you expect to get out of your gem levels and upgrades. Level 25 is the new breakpoint of Greater Rift worth to unlock the secondary affix on the gems.


Flaws in the Greater Rift System
  • The incentive to clear a higher rift, outside of leaderboard status, is only in upgrading your legendary gems. They are terrible at getting loot (just as bad at XP). Once you have the gems you want upgraded to the maximum, which will be level 30-40 depending on what max level Greater Rift you can do, you really have no incentive to progress further or do high level Greater Rifts unless you want to progress your name on a leaderboard.
  • The best time vs reward Greater Rifts are still level 1. You clear these VERY FAST as they are ~normal difficulty in strength and get a nice loot explosion at the end. In fact, the loot explosion has no real difference between a level 1 rift and a level 100. The most efficient way to get loot in a Greater Rift is to “slow roll” your way and go level 1->2->3->etc to maximize Greater Rifts for your starting token, thus more chances at loot explosions. To do this, you run a Greater Rift, spawn the guardian and then go run some bounties to drain the timer and leave a couple minutes left, go back and kill the guardian and upgrade your tier by 1.
  • There is no incentive to try and do Greater Rifts quick (complete a level 1 in 2 minutes vs 14 minutes) as they offer the same loot reward either way. Let’s say the highest rift you can complete is a level 10. If you complete a level 1 rift in 2 minutes, you’ll get something like a level 11 rift keystone. For this, you’ll fail the rift, because you can only complete 10, and you have given up levels 2-10 in progression from your keystone progression if you’re looking to get loot. That is potential 9 “loot explosions” you give up. By completing that level 1 rift in 2 minutes, you get the same loot if you completed it in 14. You need incentive to complete a rift fast. In a way, for each Greater Rift level you skip, it should award you a bonus “loot explosion”, or bonus item drops, or just more XP for each level you skip. So, let’s say you completed that level 1 rift in 2 minutes and got a level 11. You’d get your level 1 explosion, as well as a bonus for 2-10 levels of explosion. In order for this to work, the loot reward from a Greater Rift Guardian kill needs to be adjusted. As the baseline, let’s say you get some % chance at a legendary, but skipping 10 levels might actually reward you with 5 legendary.
  • For Greater Rift Trials, you have two methods of gameplay. First, you can get as high as you can to achieve the highest Greater Rift Keystone, open up the rift, go run some bounties to waste 15 minutes, kill the guardian after they spawn and upgrade your gem. The other method, is to start the trail and TP to town to fail to collect a level 1 keystone and do the “slow roll” method to collect loot and yet at the end you still “fail” on purpose to upgrade your gem. Again, there is no incentive to start out at the most difficult Greater Rift if you want loot. The same thing should be put into place where every rift level you complete should be similar to Greater Rifts. However, each trial wave is very short compared to Greater Rift levels so the bonus rewards would be smaller possibly? Either way, it needs to be adjusted.


Flaws in the Legendary Gem upgrade system
  • The system still has a “fail to upgrade” system where choosing a legendary gem upgrade option is really only viable after you have failed the Greater Rift. Even if you want to upgrade a gem earlier than you would fail, it still ends your run. The end result is that it won’t really benefit doing a level 30 rift to upgrade a level 1 gem and you might as well pick the earliest breakpoint where you have 100% chance on your attempts.
  • The current system has a soft cap of 25 to get the secondary effect of a legendary gem. Beyond that, it is an added bonus but then we’re around level 30-40 limited based on rift progression. Going a couple levels beyond your highest achievable rift only gives you a small percentage of an upgrade, at that point your time vs reward is getting on the lines of trying to farm for a Wand of Woh, Starmetal, Calimity, etc. and your upgrades are FAR worse to get one more level of a gem at that point.
  • Even if there was a way to work out an unlimited gem system, eventually you would get to the point where your gems would do the majority of your damage and you would simply look for builds that had the highest proc coefficient. You could probably run a near naked character with 3 socketed rings and possibly do T6 content in theory.


Monks
  • Monks are still on the bottom of the totem pole if you’re looking at Greater Rift progression. As I mentioned, they’re a bad metric to base class balance but it’s what Blizzard wants to compare. Doing higher Greater Rifts is all about damage mitigation (or complete avoidance) with great support damage (ideally ranged) which pet builds shine and why WD/DH are very strong in Greater Rifts.
  • Monks single target damage is still heavily lacking. I feel that their AoE damage is still good. Exploding palm still works well for trash packs and is a good crowd clearing ability if you can stack it up, but you’ll need a lot more mobs to chain than you did in 2.0.6. However, when you come up to a rift guardian, the abilities still fall flat on their face and I feel like I’ll spend 7 minutes clearing a rift and 3 minutes on the guardian. The buff to the Sunwuko set is pretty awesome, giving over 3000% weapon damage per 75 spirit spent, but it almost makes running the set (and a Daibo) a requirement to be a top level monk.
  • Faster generators were a good boost, but I feel that the damage nerf they got to make their DPS the same wasn’t good and should be reverted. Honestly, buffing the generators and a slight boost to spender DPS is probably all monks need to make them feel right for baseline generator/spender skills.
  • Raiment 4 piece set bonus (and 6 piece overall) is even more garbage compared to the Sunwuko 4 piece buff. Right now, all the damage I do is more related with spending 75 spirit to proc Sunwuko over doing damage with my actual abilities. The set bonuses should supplement your damage and not BE your damage source. Furthermore, when a 4 piece set gives you more damage than your 6 piece set bonus, it shows some problems. Assuming no CDR gear, you’re doing 3000% every 8 seconds as a Raiment Monk. You would only need around ~9 spirit/second as a Sunwuko monk to output the same damage. Add into that CDR which boosts either the dashing strike cooldown, or reduces cooldowns on spirit generating abilities and they both improve. This set needs a better rework to give it a valued 6 piece bonus. Comparing the damage output in %weapon damage/s, Jade is multiple orders of magnitude better. The new Firebirds 6 piece bonus augments your existing fire damage to effectively double your existing damage and then maintains a fire DoT when you reach the limit. In a way, swap the Firebird bonus to a lightning damage bonus of a monk and it would make the set much better. Attaching it to a seizure inducing dashing strike is an annoying gameplay.


Demon Hunters
  • The current Greater Rift champs have a major flaw in their class… Marauder’s 6 piece. I agree, I would hate to see it nerfed and would rather have classes brought up in line, but the interaction of this set needs a re-look. They simply cannot buff other abilities as it only makes the M6 bonus stronger. Sure, they could almost make the DH spenders free, but an M6 is like having 3-5 copies of yourself with no resource limitations. A suggestion might be making the sentries work like the Carnevil helm, where they only fire when you do. That way, the sentry becomes an augmentation to your build and not a total replacement for your DPS output. You won’t need 3 spenders anymore and walk around while the sentries do the work. This would probably drop DH effectiveness way down, but they need a lot of love on their other spenders in order to make them a well balanced class. There are other T6 and GR 30+ options, but nothing is as good as M6.


Suggestions? Fixes?
This section is just opinions of my own and how I would rather see the systems and class balances. Some I have already touched upon above but I’m putting it down to an easier list.
  • Greater Rifts should have a hard cap level at 100 like they do, but they should be able to achieve this. This way, the leaderboard competition comes down to HOW FAST you can clear a level 100 rift and not how high of a level can you do. You’ll see someone who cleared a Greater Rift level 99 in 2 minutes, but someone who cleared a level 100 in 14:59 is still ranked higher. We both know that the level 99 in 2 minutes is actually a better accomplishment, but they could have got a bad monster RNG so they couldn’t complete what they were given. This way, builds won’t be focused so much on damage avoidance and damage output… you might actually see more diverse builds show up: Faster movement speed utilization, clumping of mobs, slow/hard hitting abilities to 1 shot trash better, etc.
  • This goes a bit with the Greater Rift level 100 hard cap, but the rift levels should be spread out more. If 100 is the hard cap, it should be equal to a lower cap as well, something like Greater Rift level 30. This makes the cap more easily obtained by more varied skill builds. But maybe not make it 100, as that is too many levels and make level 30 the hard cap. Either way, there needs to be a shrink on the range of what Greater Rifts are to make a hard cap something on a T7-T8 level but not something absurd like a T16 level you’ll never achieve.
  • Skipping Greater Rift levels by completing your current rift fast should reward you with bonus item drops at the end to incentivize fast clears. The same should be set that for the higher rift you complete, the higher chance for legendary items to drop. Barely finishing a level 1 rift in 15 minutes should not reward you the same as completing a level 100 rift in 2 minutes.
  • Legendary gems should be based on XP that you only gain in Greater Rifts and you only get the XP on completion. I don’t think the gem upgrades should be tied to a failure rate. At the end of every rift you complete, you should be allowed to apply gem XP and upgrade your Greater Rift keystone. It will bring up the same menu, you still get 3 “upgrade chances” but you are choosing what gems of your choice get the XP. Each gem will have XP where each level will require more XP. This way, you might get 3 levels for one “upgrade” on completion of a greater rift level 30. But going from a fresh 29 will only give you a fraction of an upgrade. This way, it could tie in progression of gem ranks similar to what we see now, but allow you to give you better progression towards reaching higher levels. The same will tie in if you complete a rift faster (say a 2 minute rift) where you will get bonus XP per application to account for skipped rift levels.
  • Ether re-work or eliminate the Greater Rift Trials. The whole system is so clunky, there are no champions at all as you get to higher rifts. I’ve often been able to be awarded a much higher rift than I could actually complete through the trial system. The scaling of monster waves doesn’t really seem to match when you get to higher rift levels.
  • Monks need a buff to single target damage. A boost to generators could accomplish this but also a slight increase to spender damage just a little bit would really be a good place to put Monks in a better place. While they are still far from their final form, it’s a good enough “2.1” release, but would still need further tweaks down the road.
  • Demon Hunter’s M6 set needs to be re-analyzed. There is likely never a chance that anything will compete with M6 at the moment unless there is some amazing synergy with the other two sets that can 3-5x multiply the damage of a DH with no requirement on actual player positioning or resource balance.

Monday, 18 August 2014

Why do I have to run through 5-8 levels in GR to finish it? Where are the mobs?



I love Diablo. I have over 3k hours logged and don't plan on quitting anytime soon, but the current iteration of GR mob density is really making me wonder what the hell is going on with the design team. Running through 7 levels trying to find mobs to kill is not fun.

I don't like having to search for mobs. I don't like running through endless dead ends to find remaining mobs in order to spawn a GR guardian. I want to be able to encounter so many mobs I have to back up! I want to fight my way though a greater rift. I don't want to use all my precious resource on running/sprinting/teleporting/vaulting to find the next 3 mobs only to do it again. I want to use my resource on killing or kiting mobs, not heading to the next level of the rift only to find a small pack of mobs that I'll have to skip in order to keep up with the timer to get to the next elite pack.

Sorry for the "rage" but I don't get the point of having to run through 7 levels to only kill 6 elite packs in a full rift. Where are the mobs? Where are the waves of endless demons for me to slay? Is anyone else disappointed in using your resources to find mobs instead of killing them? Are greater rifts intended to be like this? What happened to mob density?.

Sunday, 17 August 2014

Make Area Damage a Different Color!

As a longtime proponent for the use of Area Damage as a useful stat, I think making area damage procs more visual would do much for revealing the actual damage done by this stat.

I know D3 devs don't like adding in new menu checkboxes. We already have "Show critical hits" and "show damage" the latter of which shows both damage dealt in white numbers and damage taken in red numbers.

At any given time a player can be seeing white, red, yellow, and green (healing) numbers, which can be overwhelming. I'm just asking that AD remain in the "damage" category, but much like how both damage dealt and taken are included in this I think including area damage as a blue color would be a great addition. In addition I think the AD number needs to hang around on the screen longer than a typical white damage number. Sometimes those are so fleeting it's hard to know how much damage you just did without recording and re-watching game play in slow motion.

Part of the reason I want this is because a lot of people see AD as a stat that is like magic find; it's just hard to know when it's working and how effective it is. If the player could see the numbers I think it would make this game mechanic easier to grasp, going from the intangible to the tangible.

So, I used my legit photoshop skills to make a mock up:

Original 


Blue Text 


I apologize that I didn't use a screenshot that also used crit numbers, but the screens were SO messy that it would have been tough to edit it. I also tried my best to match the font, but it wasn't perfect.

What do you guys think?

Wednesday, 13 August 2014

New gem values



Similar thing was done on Diablofans originally, but now that the gem upgrade levels have changed (again, on the most recent PTR) it would be helpful to do it again. In any case, reply to this post with findings on these values and I'll update this post.

Bane of the Powerful
  • Gain 30%25%20% increased damage for 20 seconds after killing an elite pack.
  • Upgrade rank grants: +10.5 ? second buff duration.
  • Rank 25 unlocks: Gain 20%15% bonus damage to elites.

Bane of the Trapped
  • Increase damage against enemies under control-impairing effects by 20% 15%.
  • Upgrade rank grants: +0.5%0.1% 0.3% damage.
  • Rank 25 unlocks: Gain an aura that reduces the movement speed of enemies within 15 yards by 30%.

Boon of the Hoarder
  • 30% chance on killing an enemy to cause an explosion of gold.
  • Upgrade rank grants: +1%? chance on kill.
  • Rank 25 unlocks: Gain 30% increased movement speed for 3 seconds after picking up gold.

Enforcer
  • Increase the Critical Hit Chancedamage of your pets by 25% 15%.
  • Upgrade rank grants: +0.4% Critical Hit Chance. Max +20% upgrade (+40% total).0.5% 0.3% damage
  • Rank 25 unlocks: Your pets are unkillabletake 30%25% less damage.

Gem of Efficacious Toxin
  • Poison all enemies hit for 1000%2000% weapon damage over 10 seconds.
  • Upgrade rank grants: +20%5% 50% weapon damage over 10 seconds.
  • Rank 25 unlocks: All enemies you poison take 10% increased damage from all sources.

Gogok of Swiftness
  • 50%40%50% chance on hit to gain Swiftness, increasing your Attack Speed by 2%3% 1% for 343seconds. This effect stacks up to 10 15 times.
  • Upgrade rank grants: +1%0.3%1% chance.
  • Rank 25 unlocks: Gain 2% 1% Cooldown Reduction per stack of Swiftness.

Invigorating Gemstone
  • While under any control-impairing effects, reduce all damage taken by 30%.
  • Upgrade rank grants: +1%?. Maximum +50% upgrade (80% total).
  • Rank 25 unlocks: Heal for 20% of maximum life when hit by control-impairing effect.

Mirinae, Teardrop of the Starweaver
  • 15% chance on hit to smite a nearby enemy for 1000%2000% weapon damage as Holy.
  • Upgrade rank grants: +20%5% 40% weapon damage.
  • Rank 25 unlocks: Smite a nearby enemy every 5 seconds.

Moratorium
  • 30% 25% of all damage taken is instead staggered and dealt to you over 3 seconds.
  • Upgrade rank grants: +0.1? second to the stagger duration.
  • Rank 25 unlocks: 10% chance on kill to clear all staggered damage.

Pain Enhancer
  • Critical hits cause the enemy to bleed for 500%1200% weapon damage as Physical over 3 seconds.
  • Upgrade rank grants: +10%2.5 ? weapon damage over 3 seconds.
  • Rank 25 unlocks: Gain Blood Frenzy, granting you 2%3% increased Attack Speed for each bleeding enemy within 20 yards.

Simplicity’s Strength
  • Increase the damage of primary skills by 25%30.0% 25%.
  • Upgrade rank grants: +0.5%0.1% 0.5% damage.
  • Rank 25 unlocks: Primary skills heal you for 2% of maximum health on hit.

Taeguk
  • Gain 1%0.5% increased damage for 4 seconds after spending primary resource. This effect stacks up to 10 times. Gaining a stack refreshes all existing stacks.
  • Upgrade rank grants: +1 max stack.
  • Rank 25 unlocks: Gain 1%0.5% increased Armor for every stack.

Wreath of Lightning
  • 15% chance on hit to gain a Wreath of Lightning, dealing 500%600% weapon damage as Lightning every second to 1-2 nearby enemies for 3 seconds.
  • Upgrade rank grants: +10%2% 10% weapon damage per second.
  • Rank 25 unlocks: While under the effect of the Wreath of Lightning, gain 25% increased movement speed.

Zei’s Stone of Vengeance
  • Damage you deal is increased by 6% 4% for every 10 yards between you and the enemy hit. Maximum30% 20% increase.
  • Upgrade rank grants: +0.1% ? for every 10 yards (+0.5% to max).
  • Rank 25 unlocks: 30% 20% chance on hit to Stun the enemy for 1 second.

Tuesday, 12 August 2014

Diablo III: Ultimate Evil Edition Rocks on PS4


I know it is extremely fashionable these days to bash Diablo III as the game which massacred the franchise, the bĂȘte noire of the series which turned out way worse than anything that came before it, trivializing the action, watering it down to make it attractive to those who have never played the other Diablo titles and yes, to a certain degree, all these complaints and accusations are well-justified.

I have never really been the sort of nit-picking player though who is always on the lookout for bugs/imperfections/things that have not been implemented well in a game (although that doesn’t mean such players aren’t needed in the industry). I’m just an overall positive person and someone who is always looking for ways to get enjoyment out of a title in whatever way possible.

With that in mind, it’s easy to see how Diablo III’s Ultimate Evil Edition, the title marking the game’s debut on PS4 and Xbox One, made a great impression on me. Heck, I was among those who liked the original Diablo III, and this one has brought so much more to the table, improvements, as well as additional content and smoother graphics.

The Reaper of Souls expansion is obviously the cherry on top of the Ultimate Evil Edition cake, but that’s not even what I enjoyed most about this release.

The lack of the Auction House is the highlight and the main event all wrapped into one as far as I’m concerned. Crafting items, picking up loot and defeating bosses has taken on a whole new meaning without the universally-loathed Auction House, which essentially represented Blizzard’s attempt to turn the game into some sort of Diablo-related online marketplace.

The game looks great on the PS4 and control is almost flawless (save for the odd auto-targeting glitch here and there).

The flow of the game is great, the atmosphere and the general feel are flawless and the entire package is insanely addictive again. It’s all about loot-grabbing once more, and once you get into that mode, you’ll find it nearly impossible to stop, even for a short break.

This title is a must have for the PS4, unless of course you already happen to own its PS3 or Xbox 360 version, in which case, the PS4 title doesn’t really represent a significant upgrade. There are always fanatics out there though who will pick it up nonetheless, and these folks will be glad that save files can now be transferred from the older machines to the last-generation consoles.

Philip Thalberg has been working for GosuGamers since 2010. GosuGamers.net is the best destination for HearthStone player rankings, as well as League of Legends, Dota2 and Heroes of the Storm news.

Friday, 8 August 2014

irst Impressions of Roland's Legacy (New Crusader Set)



I heard you guys have doubts about the new Crusader set, Roland, being viable. I hope this preliminary impressions video reinforces your faith in Blizzard's team to design a fun set that isn't just 'Super Sayan Form All The Time'. ;) Some points of interest:
  • To compliment the kill speed, I have never seen my Wrath deplete so fast. With no perma-Akarat, this build will need some serious consideration for the resource management.
  • The new version of the Heart Slaughter polearm can now roll up to 30, yes, 30% physical skills damage. This is nuts, it's like a Maximus on steroids - I guess lacking a unique proc makes for 10% more elemental damage but... holy balls.
  • It might be just my bad rolls/unoptimized gear & build, but the playstyle of Roland is very different. I would call it assassin like - you go in, burst your target, horse out, and wait for cooldowns.
  • The Roland set has quite possibly the best looking knightly shoulderpads in my book, surpassing my former favorite (Rakkisgard Pauldrons).

As a side note, this is the first time I try to publicize something that isn't a heavily edited guide video. I hope my excitement - or yours! - of playing with something genuinely new and fun doesn't get diminished by the fact that it's a simple stream excerpt, and I stumble around with my English a bit when live.

I will be working (both live and off stream) extensively over the next couple of days in order to perfect what was started in this video. Please take what you see as a work in progress! Shameless plug to join me if you like interactive, no-BS streams.


Wednesday, 6 August 2014

Suggestion - Finishing bounties in all acts rewards player with an uber boss fight.



We all agree that bounties are getting tedious and unrewarding, I was thinking that once a player completes bounties for all acts, he/she should be rewarded with a token which can be activated to open a portal for an uber fight similar to the infernal machine, perhaps with 2 random bosses like the Rift Guardians.

The drop of the uber fight could just be similar to the Rift guardian - guaranteed soul with some shards, or simply be a guaranteed legendary like Maltheal in Campaign (or a random organ for Hellfire amulet, considering 2.1 Amulet is BiS). The droprate of shards/additional legendaries will scale with difficulty.

This will make bounty more rewarding and give players more incentive to finish all bounties.

Monday, 4 August 2014

For your viewing pleasure, here's the 6 RoS class sets



Since the release of RoS, i've had trouble finding any images of the 6 new class sets much to my annoyance. However, i've managed to collect all 6 sets myself, and now i'm gonna fix that particular problem by sharing a bunch of screenshots for others to enjoy.

So here you go guys and gals, enjoy! :)


Armor Of Akkhan


Embodiment of the Marauder



Firebird's Finery
Helltooth Harness
Legacy Of Raekor
Raiment of a Thousand Storms

Thursday, 31 July 2014

Diablo 3 Ultimate Evil Edition Coming August 19!



For Diablo fans, August will be quite a month: the much-awaited Diablo 3 Ultimate Evil Edition – a title which is essentially Diablo III and Reaper of Souls rolled into one big and extremely attractive package – is bound to land on the Xbox One and the PS4.

Besides all the content that will obviously be there, Diablo 3 Ultimate Evil Edition will also contain quite a few tasty morsels that members of the community will be delighted to snap up: there will be new social options, as well as a special, 4-player co-op mode, which will add an entirely new dimension to the game. Add to that the newly implemented Apprentice mode, which is aimed at allowing low-level players to tag-team with their higher-level friends, and you have a re-definition of in-game cooperation.

To go with this new level of player cooperation, there’s a new in-game mail system, through which, players will find it handier to share loot with those on their friend-lists.


In addition to all that, those who have pre-ordered the game (and judging from the steadily building hype, there are probably quite a few such players indeed), and those who pick up their copy on launch day, will gain access to a special item called “Infernal Pauldron”, which is meant to boost LvL 1 characters, by giving them cool-down, health and life regeneration bonuses.


Perhaps the greatest thing about the whole shebang is however that those who own previous versions of the game, for PS3 or for Xbox 360, will be able to transfer their existing characters to the new game/new platforms. Thus, those with PS3 characters will be able to move them to PS4, while those with an Xbox 360 one will be able to move up to Xbox One.


Phil Thalberg works for Gosugamers, one of the largest gaming communities and home to the best eSports news and VODs.

Sunday, 27 July 2014

PTR - Greater RIft Key Dupe

Have 2+ players in game. Best with 4.

  1. Go to obelisk.
  2. Place trial key into the slot.
  3. Click Accept
  4. Drop your trial key on the ground.
  5.  Everyone in your group will have a pop-up prompt to go inside the rift. Have them all click on CANCEL.
  6. Now the rest of your party needs to all drop their trial keys on the ground as well. AT THIS POINT EVERYONE'S TRIAL KEY is on the ground.
  7. You will now get a pop-up prompt saying so and so denied to enter, would you like to continue without them etc... Click OK. (you will need at least a key to enter(will consume a key)
  8. Once you're inside the rift, Teleport back to town as soon as possible.
  9. Wait in town for the time remaining to go down. Until the objective tells you to talk to Orek.
  10. Talk to Orek.
  11. Everyone in your group gets a key and you get your key back.
  12. Pick up your trial keys that you dropped.
  13. Rinse and repeat.

Stuff around the net