Quote Originally Posted by Coatl View Post
Instead of designing content that is meant to last four months, maybe they should better allocate their resources and make content that can be timeless.
PotD is probably the biggest success for renewable content on the PvE side. Still getting quick matched-party queues for it now. Some of those design elements could be extended to other content. Standard dungeons aren't built to last because it's the same groups of enemies in the same order every time and rewards are meagre.

For the next deep dungeon, I'd like to see them build on the things that worked in PotD and increase the fun with new mechanics.
I'm just going to spitball some ideas, might not be good but maybe somebody can think of better ones.

> Mini-bosses on middle floors that survive long enough for you to do a proper attack rotation
> Chance of roaming big enemy to dodge like wanderer's palace
> Diversify objectives like sometimes you unlock exit by finding hidden key; defeating enemies optional
> Variation in size and shape of rooms
> Change up the types of hazards, don't necessarily need to repeat things like frog status and mimics
> New floor enchantments like one that makes your movement speed really fast
> Floors that have mounts you can ride which do AOE attacks to mow through big waves of enemies
> Floors where party members do not all start at the same position

And pvp is inherently long lasting, every match is different. Has its own problems but they are trying.