Inoltre è stato deciso di non far apparire all'interno del Reame delle Prove gruppi di mostri che si muovono e scappano troppo velocemente così da eliminare per il giocatore la forzatura di utilizzare estensivamente abilità che influenzano la velocità dei mostri.
Nevalistis ha scrittoThe Realm of Trials is designed to test your limits and, as accurately as possible, assess what level of Greater Rift you should be tackling. However, we also want there to be a small “safe zone” before reaching this limit, so completing the Realm of Trials should ideally land you a couple of tiers below your maximum capability. The Trials, up to this point, weren’t achieving this, so we’ve been working for some time to adjust them internally.
The adjustments to the Realm of Trials in Patch 2.1.1 had a few goals. First, we wanted to more consistently test your survivability. High damaging creatures weren't always spawning in each pack, which means your Toughness wasn't always being properly evaluated. Second, we wanted the Trials to feel less punishing for melee characters. And third, we wanted to mirror the monster variety you'd experience in a Greater Rift as best as possible. While the experience won't be identical, it should be reasonably close.
- We've adjusted how monsters will spawn during a trial. As part of this adjustment, we recategorized monsters into different “pools.” In the case of the Realm of Trials, a “pool” is a set of potential monster spawns that all have a specific theme. Different pools now include low hit point creatures that die quickly, slightly meatier “mid-ranged” enemies, tanky damage-soakers, and more consistent damage-dealers.)
- With this, we ensured that least one monster type from each “pool” spawns dependably.
- Monsters that run or kite frequently were removed from the spawn pools to improve the experience for melee players. To a lesser extent, this also lowers the need for players to have a “vortex” ability.