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lvl 12 rift in the middle of hinterlands?


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#1
jones81381

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In the water just east of the camp by the stables, there's a rift that's lvl 12 while all others in the area are 6-8. Is it just me or is that one rift really odd? I had to leave the zone to go do stuff and level so I can come back later and close that rift. Is there a purpose to this one rift being so much higher lvl than the others?



#2
Taki17

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The one in the cave to the south is of similar difficulty, is it not? The Hinterlands is from lvl 4 to 12, so it makes sense. The dragon is lvl 12 too. My guess is, that there is already a plenty to do there, you can gain 4-5 levels by finishing all the quests there, so these two harder rifts are there for extra challange, as both of them are in quite remote zones and won't interfere if you are just traveling thorugh there.



#3
MaxQuartiroli

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There is a purpose for that rift to be there: to unleash all the power of the almighty druffalo against the demons while you are bringing it home.


  • sleasye74 et Rascoth aiment ceci

#4
Sylvius the Mad

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In the water just east of the camp by the stables, there's a rift that's lvl 12 while all others in the area are 6-8. Is it just me or is that one rift really odd? I had to leave the zone to go do stuff and level so I can come back later and close that rift. Is there a purpose to this one rift being so much higher lvl than the others?

I loke that rift, because it does encourage you to leave the Hinterlands. Staying in the Hinterlands until you've fijished everything there was never the design intent, it tends to over level you for much of the rest of the game, and it isn't even actually possible, since one of the Hinterlands quests required Felandaris, which isn't available in the Hinterlands.

That said, I really like how they didn't force us to leave. They didn't fill the zone with so much high level content that we can't stay there for a long time.

#5
In Exile

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I loke that rift, because it does encourage you to leave the Hinterlands. Staying in the Hinterlands until you've fijished everything there was never the design intent, it tends to over level you for much of the rest of the game, and it isn't even actually possible, since one of the Hinterlands quests required Felandaris, which isn't available in the Hinterlands.

That said, I really like how they didn't force us to leave. They didn't fill the zone with so much high level content that we can't stay there for a long time.

 

If that was the design intention, the issue is that there isn't enough high level content to really push you out of the Hinterlands there are a few rifts (which you can safely ignore) but that's about it. Spreading out content and using gating encounters isn't something I've seen done well in an RPG since, well, I suppose the old isometric games (and even then I might be misremembering; I haven't played them in forever). 



#6
Sylvius the Mad

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If that was the design intention, the issue is that there isn't enough high level content to really push you out of the Hinterlands there are a few rifts (which you can safely ignore) but that's about it. Spreading out content and using gating encounters isn't something I've seen done well in an RPG since, well, I suppose the old isometric games (and even then I might be misremembering; I haven't played them in forever).

Traditional gating would involve hiding a bunch of content behind a high-level barrier, and I don't particularly want that. I like that we can just ignore that gate (and the other gate, and the dragon). But if I want to do the balance of the zone all at once, I can leave and come back.

Options.

#7
KaiserShep

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I was super frustrated by this rift in the beginning, but I refuse to ever leave the farms without first sealing it, and I usually get to this point by level 9. My tactic now is to go around the rock formation and attack the rift from the top of the waterfall with my archer or mage. The despair demons are no longer able to get you with their icy daggers or their ice beam from down there, and they can't follow you up. The only thing they can do is hit you with ice mines but those can easily be avoided with a rogue or a mage with fade step. I keep the party back so they don't all jump down there and kill themselves, and I keep Cassandra behind me to help defend against the inevitable onslaught of terrors. With Varric and Solas taking point I can usually pick off the despair demons and occasionally stun the demons by interrupting the rift. I haven't done this on nightmare and I have no interest in trying, but I was able to do it on normal, though by the skin of my teeth.

 

I rather enjoy this rift now, because it actually gives me more options on how to approach it if I'm simply too stubborn to leave. I never do the ones in the southern end of the Hinterlands early though, especially that wicked one in the cave by the Grand Forest Villa. F*** that rift.



#8
thats1evildude

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In the water just east of the camp by the stables, there's a rift that's lvl 12 while all others in the area are 6-8. Is it just me or is that one rift really odd? I had to leave the zone to go do stuff and level so I can come back later and close that rift. Is there a purpose to this one rift being so much higher lvl than the others?

 

Yes, it's so you'll leave the Hinterlands and come back to close that rift. :lol:

 

That rift is a bit of an oddity, though, as most of the rifts tend to be used as obstacles. There's usually a side quest or a unique item that lies near Rifts which you can't get unless you close it. That rift isn't located near anything. It doesn't even block your path for Where the Druffalo Roam, as you can lead Druffy right past it.

 

Upon closing it, however, I did notice that a couple of "Under Protection of the Inquisition" signs spring up on the farm.

 

As a side note, the two rifts in the southwest corner of the map near the Mercenary Fortress are also Level 12-15 Rifts.



#9
sleasye74

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I loke that rift, because it does encourage you to leave the Hinterlands. Staying in the Hinterlands until you've fijished everything there was never the design intent, it tends to over level you for much of the rest of the game, and it isn't even actually possible, since one of the Hinterlands quests required Felandaris, which isn't available in the Hinterlands.
That said, I really like how they didn't force us to leave. They didn't fill the zone with so much high level content that we can't stay there for a long time.

For some reason in two of my playthroughs I got Felandaris as random loot in the Hinterlands

#10
Rascoth

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There is a purpose for that rift to be there: to unleash all the power of the almighty druffalo against it while you are bringing it home.

This. The best tank is druffalo tank :)



#11
Saphiron123

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I loke that rift, because it does encourage you to leave the Hinterlands. Staying in the Hinterlands until you've fijished everything there was never the design intent, it tends to over level you for much of the rest of the game, and it isn't even actually possible, since one of the Hinterlands quests required Felandaris, which isn't available in the Hinterlands.

That said, I really like how they didn't force us to leave. They didn't fill the zone with so much high level content that we can't stay there for a long time.

Unfortunately most of the content that was there was straight up tedious.



#12
Sylvius the Mad

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Unfortunately most of the content that was there was straight up tedious.

Only if you do it.

If you don't want to do something, don't. There's easily enough content across the whole game that you can afford to skip the bits you don't like.

I didn't finish even all the quests I had, and I defeated the big bad with 267 Power remaining.

#13
Eelectrica

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This. The best tank is druffalo tank :)

Druffy, Druffy, the bush Druffalo... oh never mind