The Deep Dungeon concept could be expanded to be made more interesting and I like some of the ideas presented, but not everything.

Quote Originally Posted by Kaliesto View Post
This dungeon does not have a party formation, so basically anyone you come across you'll have to stick together to survive, and you can only be defeated in combat only a certain amount of times or else you suffer a penalty of sorts.
No party is a really big disincentive. I don't really want a MMO to force you into solo content or make partying with friends hard. It also brings balance into the question as some classes are vastly better at soloing then others. I'm also not really into having a death limit, it just seems kind of arbitrary.

The save feature also would become more important due to the size and the time it will take to complete it.
The save feature is something I'd want to see outright removed if I'm honest.

Also upon completing this Deep Dungeon the first time you'll earn one piece of unique gear that will give you a slight advantage with special stats against the monsters only for this Deep Dungeon.
Why not keep the current system where there is no gear? It would cut down on inventory bloat. Also when it comes to endgame I'm weary of overgearing. I'd rather see the content balanced for a certain amount of stats and then everything sticks to about that level. It keeps the challenge up and makes things interesting.



Also another reason I want to make this topic, I would like for you all brainstorm on what would be a good long term content when we're waiting for other content (like more story, etc) to be released, I want to have people to have a reason to keep subscribing. The weekly loot while I understand the intention I feel makes content seem a lot less to do? Also I wouldn't want to see something like Eureka again (though hydatos was pretty interesting).

My idea is basically a mega deep dungeon, but I like to see what you all can come up with too.
I think something like a mega deep dungeon is a pretty good idea for endgame content. Something challenging, non repetitive, and lengthy. Personally I like to lean away from some of the deep dungeon's non combat mechanics (traps, floor status, pomanders) but I guess there could be multiple tiers with different options and mechanics.