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Puzzle Dungeons
Okay so all of the dungeons we've had since the beginning are basically the same, trash, boss, more trash, second boss, final trash, third boss, amd in some content a final boss after that. But maybe we could get some dungeons with some different mechanics, like more puzzles maybe. I can't say for certain how this should be done, as I'm sure having the dungeons puzzles simple repeat exactly the same way every time will get just as boring. Getting exp for solving these puzzles would be okay too, seeing as how we get exp for doing other menial tasks, lol.
But yeah having a differnet type of dungeon might make things more interesting. Maybe having the party split up to perform role specifc tasks, then meet up to fight the boss, then have to split up to solve the next puzzle, then the next boss, then maybe some trash and then the final boss. Something a little different.
What are everyone else's thoughts are this?
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I like it but then i feel reminded on the groups which are failling on the puzzles in quarn just by ignorance or unwillingness of people.
So if you force them to complete the puzzles, these dungeons will be hit by the pure ignorance of the people an will be avoided as much as possible.
If you make them as a sidegoal for the dungeon no one will care about it.
So you have to balance the difficulty of the puzzles and the advantage through successfully completing the puzzle.
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They could create a dungeon like in coil were you add buffs or mechanics to a boss, depending on the way you take or side-ops you complete.
Make those buffs balanced, so that there is no best path, but at most a best path regarding group composition.
Like left path = physical debuff, right path = magical debuff..
Then next one, left = mechanic which must be preshielded, else you get debuff (favors shields)... right = stacking bleeding debuff (favors regen).
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I'm all for it!
Just like, Squares that requires you to use your jump, if you fall, you die and must respawn.
Or NPCs inside that gives you hints and then you need to choose a correct answer, if you fail, you have to either kill the mobs, a DPS would get entrapped until you kill the boss there or suffer a Debuff..
Anything than the usual trash-boss-trash-boss-trash-boss will do!
Those speedrunners will be against it, but I play to enjoy the content, even if 1000s times the same one, hopefully I'll get to do it blindfolded, a new challenge! ^^
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I'm all for varying the formula for Dungeons, like your splitting up suggestion I think could be fun, but puzzles in content that you have to do over and over again I think is doomed to fail. It would be really interesting the first few days, but once the community figured out all the puzzles they would become an inconvenient speed bump. Any players new to the dungeon wouldn't be able to experience the puzzle either because the veteran players would already know the answer and solve it without them to keep the dungeon moving.
The only way around this would be to somehow have a puzzle that is both random and infinite and remains engaging no matter how many times you play it, which I think would be very difficult to create.
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I like the Coil Turn 2 idea, maybe even have things like "Insain Mode" combinations where you could make it harder than necessary to get better loot.
Maybe if it was an 8 man dungeon force a team split where you effectively have to fight your way back to each other. (Think T11's Platform meets T8's Laberenth, with a touch of T2&3 mixed in)
Would make for an interesting 8 man dungeon but I'm not sure a 4 man dungeon could pull off anything more than trivial key fetching puzels effectively.
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Anything to make dungeons more interesting in this game I am all for. Heck, I would say that all grouprelated things in this game need some new elements to change things up, and since they seem to go with 2 dungeons each patch now I am sure they could take a little more time to make them unique in more ways then simply how they look and what the bosses do.