I would like to see the return of massive dungeons like old MMOs and early WoW had, but done in a way modern players could handle.
Take say... a massive 50-100 "room" dungeon and fill it some patrols and tougher enemies in spots.
- Tune everything to be a fight that can't be chain pulled but has to be handled where it is.
- Give every fight a 'reward' based on the time to finish it.
3 bosses of a current expert = 90 tomes.
So in this new design... every 'tougher' enemy is 10 tomes, and all the smaller fights between them are '1 tome per enemy taken out' - with an average of 20 enemies in between each.
Players could then progress in any direction desired, skip or take on what they desired, and maybe even each member of a group could have one 'floating save point' that they set during the run and they group can 'click to go to' in order to take a different path... and another one that they set that lasts for a week - allowing people to enter the 'dungeon' at different spots.
Now give that dungeon 5 'entry gates'...
And make about 10% of the 'filler mobs' patrols that can wander the whole map but won't move into the space of an ongoing 'tougher fight' once it's "gate" is up... and make half the tougher fight mobs and half the stationary mobs pull from a random encounter table when players get withing 'loading range' of them...
Finally put a timer on it that's 2x longer than a current dungeon.
- Obviously that's a radical departure from anything we have currently...
The idea would be a dungeon so large you'd never do it all in one run... And even doing a second run would lead to a slightly different dungeon...
- yet you could farm out all your tokens in there.
And over time if they made the map right, they could have wings swap in and out randomly...
To me... that'd be like our 'Deep Dungeons' only done more interestingly...
I don't expect to ever see it...
It's basically a variation on an old school 1970s era table-top RPG dungeon...