Such an interesting topic, I’ve wondered about this myself a number of times throughout the years. How can you entice players to see a dungeon run that may take a while as fun again? It used to be, what happened that dungeons can take 15 min max or people will start complaining? It’s odd to me.

Maybe design it the other way around. The longer you are in it while you clear more, the more interesting the rewards. If you clear it the fastest way possible in 20 min the rewards won’t be great. But if you are ok with spending an hour or two, the rewards get good. Maybe clearing a certain part triggers an event in another part. Maybe make it unpredictable, have different combinations of bosses, events etc so that one run will be very different from another. Some of the groundwork seems to be there with PotD and map instances, perhaps build on that.

It doesn’t have to be super difficult as long as it asks for some strategic play. Bring back a sense of the holy trinity mattering. I think that way it would be great fun for those players who like dungeons to be an adventure, and don’t mind spending some time in there. I’d reward it differently than roulettes, it’d be bad if it ‘had’ to be done. In that sense it’s probably too costly to develop because not everyone would be in it. But one can dream