Honestly dungeons feel currently like outdated and low replayability design. It s fun the first time, not so much after n times.
Honestly dungeons feel currently like outdated and low replayability design. It s fun the first time, not so much after n times.


Its honestly cause theyre too linear and straight forward. No matter how pretty they look, boss mechanics and direction of dungeons is literally a gauntlet of enemies. Big pull to first boss, Wipe out stuff. Boss fight. Big pull to second boss, wipe out stuff, Second boss. Etc etc.
They need to sit down and think about design mechanics. I think one thing dungeons need to offer is variety of completion - either multiple paths with separate rewards per path that youre RNGed into (to prevent people just min maxing and selecting hte same path over and over), puzzles or challanges built into the dungeon that require something more to do than kill stuff (jump quest where 2 people in your party need to complete it to unlock a path so you all can proceed forward), challange bonuses for the dungeons (Speed clears, No deaths, dont use items, has to be synced, etc etc.) that feeds into a possible weekly ladder challange for things like MGP or bonus materials. Such as all runner ups get 10k MGP, while first gets 50, second gets 40, and third gets 30k MPG or possibly rewards kind of like how Khloe's journal operates. Or how about bonus mini bosses that are spawned when you complete certain objectives for the dungeon.
There's a lot they can do that can add variety and interest to dungeons, but they need to actually do it. Only thing I foresee being a problem is players will get pissed and say "It's to hard!" and whine.
Last edited by Melichoir; 03-07-2020 at 08:07 AM.
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