I forgot about that whole mechanic of sleeping them, man that was fun as frick yo, tedious after to many runs but fun. I also remember you would lb mobs. Those where the days.Sync'd to the minimum ilv plus having dmg taken increased by 30% leads me to think it'll turn into ilv 49 Wanderer Palace runs from 2.0. Sleep mobs, burst down one to reduce incoming dmg to a reasonable pace.
While I like the idea the daily challenge dungeon I don't think it needs more incentive than the usual expert rewards.
Now, if we're going to setup specific challenging rosters or savage level 4-man dungeons I'd be all for that.
To start, I'd remove all aoe indicators from all mobs in the dungeon but leave them highly telegraphed like that of the in-game cyclops or Giruveganaus. With every mob like this rather than your occasional enemy I feel it'd up the dungeon difficulty on just awareness factor alone. Have environmental hazards, give every mob type a jarring ability (push, pulls, blinds, heavies) and remove set intervals for boss abilities (such as abilities used only at 75% and 50% health).
This keeps you aware of what's happening as it happens rather than planning for hp markers. To add to it, if you want, you could add roaming mini bosses, or primals, or wanted targets that if killed drops treasure chests, gives tokens or improves completion rewards.
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