Quote Originally Posted by PerrinTaveren View Post
I can't understand why they don't apply the uznair/aquapolis or POTD/HoH formula to dungeons. They can implement rare monsters like those goblins or cyclops to the dungeons which reward players, they can implement random rooms that can have traps or some kinda boss or full of treasure chests etc. It would make things really interesting.

Or just put some random mechanics to the bosses. Like zurvan's icicle/tail mechanic or formation of those ice/fire nodes, or like sophia's balance mechanic. I don't say make it hard but not make it so scripted and we might expect a few diversity in mechanics.

But well, this game is like this for 5 years now (we might as well say 6, because it will go like this till 5.0 definitely), and if we say it is in the middle of its lifespan, i don't think SE cares to change the formulas they think it works well.
I've always wanted these kind of changes for dungeons more than anything. There must be some kind of random element to keep people from going insane. I have a friend who is still leveling some jobs and asking me to help but it can feel depressing still repeating the old dungeons for 5+ years when it's the same every run.

Same enemy types, placements, numbers; every turn is identical on your 500th run as it was on your 1st. The way treasure dungeons and deep dungeons randomise things is so much better than knowing for sure that room 1 will contain say exactly five wyverns every run forever and the treasure coffer will never have even a tiny chance of containing something special.

The dungeons are very pretty to look at but the gameplay is much too rigid for something that is supposed to be repeatable and farmable.