Too long between riftgates

Yes. My god this needs to happen. I was super bummed when I found out you couldn’t repair that bridge, especially because the quest implies you will be able to.

It should actually be repairable from twin falls in my opinion. Never understood why it wasn’t.

Because then you will never meet Ulgrim.

Would be neat if you had 2 repair sites, one being Twin Falls and the other being the other side of the bridge. Maybe add another use for Dynamite when it comes to clearing some wreckage or something.

Would make access to Tyrant’s Hold better and it probably wouldn’t impact much since Bloodfeast doesn’t have a guaranteed drop of any kind.

i never understood why the quest gives you two options then forces you to smugglers pass anyway. completely goes against the idea of having choices in quests and the game not being linear.

Bloodfeast would still be a longer run than the boss in the flooded passage, can’t remember it’s name off the top of my head.

he could very easily be moved somewhere else in the world. you could have him holed up right here instead:

It is highly likely that Twin Falls will never be reparable. It has been stated in the past that the way Tyrant’s Hold and the surrounding areas were designed (i.e., their layout and their physical location on the map) would make it difficult to create a cohesive link between the two locations.

Speaking of riftgates… would it be ok to add a riftgate on the 1st or 2nd floor of SoT?

That way you won’t need to walk around Broken Hill everytime you want to do a full SoT room, while not making it so easy to reach Alkamos.

Walking from the rift gate to SoT entrance takes maybe a minute, just ignore the mobs on the way :wink:

I think the Riftgates are fine exept maybe placing one at the abandoned waterfront.
I also think the idea of showiing an icon on the main map as where u died also helps since there are so many nameless caves troughout the game.

But i think the real problem is getting to the area’s u need to go for bounties,like the undercity.
I think those need to be changed so that u are’t fighting half an hour just to get to the area where a bounty is, so by adjusting the area’s where bounties are in relation to the riftgates the travel time could get cut down big time and it would make feel doing bounties less of a grind and allow u to do more of them in less time then it is now.

If thats adressed the replay value will also go up, and thats never a bad thing.

I also love the suggestion of diong battles for riftgates(like the Burrewich one) the first time u go to one, that way it feels like a real victory when u secure one and not like a formality like it is now(u walk past one and its yours…)

True, but climbing that slope curve is so boring at times :eek:

Just played alot around the Pine flats,jagged waste and the fortress, and came tot he realisation that its actually not a bad idea to put a riftgate inside the new fortress area, since its a really long walk to get there from the Pine flats gate, especially since there are alot of bounties in the area.

A rift at the Shaded Basin or Tyrant’s Hold wouldn’t go amiss I think.

Which rift do you go to for the Undercity? I find that if you go to the Broken Hills one and take the South entrance it’s much quicker than going from the North. Only 2 or 3 mobs in between as opposed to a whole army of undead.

I actually did’t think about that one LotS, usually take the the Old Arkovia route since i pick the bounty along the way there as well.

Just looking at the map as I was pondering how far away Tyrants hold was from a riftgate. It looks like the bridge at Twin Falls goes straight into the Hold area. I’d prefer to repair that bridge rather than get a new rift gate.

It bothers me that I can’t make that little piece of the world better.

Naturally the repair site should be in the Tyrants Hold area so everyone is forced through Smugglers Pass at least once.

Nice idea, I would like to be able to rebuild the bridge.

I agree.

My thoughts on cost: Finally a use for 50 Scrap that feels appropriate.

There are a healthier range of Rift Gates in the 1st area, and they are closer together. Now perhaps part of the assumed difficulty for the later acts is how far apart the gates are but … eh … I’m starting to think some fine tuning is in order.

1 Rift Gate @ Fort Haron.

A gate at the Lumberyard, in act 3 maybe.

The broken hills could use at least one more rift gate @ the Steps of Torment and possibly one closer to the outside of smuggler’s pass. Smuggler’s pass is a good place for a rift gate, but if there was one closer to the outside of the pass it’d feel more like a “pass”, if that makes sense?

The farmland’s one single rift gate goes a long way towards making it a vast run of farmland, and does help to emphasis how much has been lost since the Grim Dawn. But it’s one of the areas I least look forward to with new characters now because of the poor placement. I think you could conceivably add another two rift gates to the area. One at the abandoned camp - to put you closer to the Rovers, and one at the small camp of gobbers - puts you closer to the Hive.

Maybe there should also be one in the settlement outside the Act 3 fortress. But I’m not as sure about that.

Agreed. I think it’s mostly fine as it is, but bounties often require you to walk way too far, which makes things a grind and which makes people feel there need to be more riftgates.

Some areas really do feel like they need an extra Rift Gate, I’ve had plenty of times where I need to log off or I’m done for the day and it has taken way too long to find a Gate.

I like the idea of repearing bridges instead of adding riftgates. The distance never bothered me… If I didn’t find one before I quit, I would just rush to where I was the next day