Hey
@Liam, wonderful news that the Rifts are being tweaked in such a major way! The thing was pretty much stale for a long time now, this gust of fresh air will definitely revitalize things up.
As I usually do, I'll put my opinions here step by step:
1) Asynchronous Rifting - totally agree. Extended search time and broadening the list of available options beyond folks who are online right now should definitely improve the matchmaking, the biggest problem of current Rifts. No more silent morning hours and picking the right time interval in the evening to get better chances of finding an opponent. In regard to
ZeoW's post, probably we can get a notification when someone is attacking our base? The "Replay Rift" feature would be awesome, but quite difficult to implement, I believe, but we could at least monitor which nodes the opponent attacks first and which ones take less time to work on our defence strategy.
2) A list of available opponents - mostly agree. Pros - you get more chances to find a suitable opponent (if you're a Rookie, you would not want to choose someone with Marqueed Love Crafted set as avatar) and probably fight people that you already know for interesting defence strategies (I still remember great battles against
@xcapibara,
@fanghoul, CountofBleck and some others that were much more satisfying than the common boring Frost Armor/Light Boss meta, even though I ended up defeated). Cons - if you happen to find an "easy" base, there is a chance that you'll abuse it, deliberately fighting the same person again and again, getting your points and bringing misery and desperation to an unlucky opponent. It is not clear: after a player selects an opponent and clears the Rift, should the opponent fight back against the attacker? Or am I still thinking along old "face-to-face" approach and should switch to PF style?
3) Win or Lose - mostly disagree. Making the battles faster sounds like a good idea, hanging out the "Defeat!" banner aafter one loss would be extremely stressful. While Rifts are an endgame thing to test our skills, collection and inventive strategies, they should allow us to work on our strategies, develop more efficient approaches and polish our skills. That, IMO, includes losing to a node you were not properly prepared for, thinking for a new strategy and trying again with different fighters/tactics. I have seen a player beating one of my nodes on the 5th attempt, slowly figuring out the best way to counteract it. That's the essence of endgame! And I am not even discussing an instant loss due to phone restart, connection lost or app crash - that would be just unfair.
There is also a minor issue caused by unlimited Rift time. What if I enter the battle and see that I don't have a well-built fighter to fight one of the nodes? In current Rift, I would have to use whatever I have and see if I'm good enough at replacing Double with Parasoul. If I have a couple of days to finish the Rift, I can just go and level up a perfect counter-pick (Xeno, SK, Doublicious, whatever) using XP boosters. How does it get in line with Rifts testing your collection?
4) Randomized Node Modifiers - ABSOLUTELY, TOTALLY, 347% AGREE! Heck yes, dreamed of it! With weekly rotation, this will keep the Rifts always fresh and stimulate our brains to invent new defensive strategies all the time! LOVE IT, WANT IT, GIMME!!!
Summing it up, I'm very excited about almost all the changes (except insta-lose one) and can't wait to see how the revamped Rifts are going to roll. Obviously, there will be some pitfalls and hidden underwater stones, but, honestly, HVS is probably the best team I've ever seen at fixing and improving their stuff with great regard to playerbase suggestions. Keep it up!