Dungeon Idea: "Random Skills", aka "Hades"

Just reposting @ClownCombat 's idea, because I really like it and I feel it was in the wrong thread…

From Clowncombat:

Playing this idea a little bit further, just because:

You enter the dungeon, but you keep your gear. Instead, you lose all “memory” about your skills because…reasons.
(Of course only for the dungeon)

Then, before anything happens, you are presented with choice.
“Choose one Skill of these three.”
For example: —Warpath (LvL 18), Rive (LvL 16), Smite (Lvl 16)—
Completely unrelated to whatever you skilled.

So, you take Rive and slay you way through to the next layer / door / room.
Yet again, you are presented with another choice of skills:
—Rebuke (Lvl 14), Lunge (Lvl 10), Shield Rush(Lvl 25)—

You take one and continue your way. But…wait… these skills don’t fit to my Gear?!!
Luckily, I have an inventory. And I prepared diligently. (Like having a shield and 1W in my inventory)
This allows me to take this (rare) Shield Rush level 25.

(Monster drops will be accumulated at the end.)

Edit1: Let me give this a name - for all who know the game Hades:
This would be Last Epochs “Hades” Dungeon Variant

Edit2: This would allow for skill levels to up to above level 24 temporarily and only inside the dungeon. Which might be a fun experience.

3 Likes

That sounds really fun.
:smiley:

I would totally try a dungeon like that, while I will (probably) never play the two new ones.
Great thinking, Clowncombat!

1 Like

first thing that came to mind when I read this idea:

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I don’t think respeccing builds and picking items between each floor is a winner, unless the dungeon is far longer and more lucrative than the existing ones.

Maybe the concept can be improved by moving the respec to between runs instead of between floors. Eg. each time you clear the dungeon, you unlock a skill which becomes available for your future attempts of that dungeon. Repeating a tier you already completed would replace a skill rather than adding a new one. Failing a run or completing the highest tier clears the skills. Since you need to work through multiple dungeons to be prepared for the highest tier, the boss would have a commensurately high reward.

In either case there is a lot of hazard around putting significant rewards on a system that subverts the game’s core progression & build differentiation. If the balance is at all wrong it could easily make playing the game “properly” feel less worthwhile. So if these kinds of quirky dungeon are included they should probably have a special role/function that allows them to be interesting without being a viable spot for general purpose farming.

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I agree.
But, frankly, I don’t really care about rewards. Just put cosmetics or something, just an achievement would be more than enough for me.
Fun > Rewards, anyday.

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First of all, thanks for giving me the credit, @Houlala

@Hashashiyyin
To further elaborate:

The idea is, that the player gets only one new Skill every floor.
Dungeons usually only have two floors + boss room, right now.

You start into the dungeon with Skill_1.
Beating the first Floor grants you Skill_2.
Beating the second Floor grants you Skill_3.

That could be all you get to beat the boss with.
You cannot respecc every floor.
No chest, inventory only.

Though, this comes with the following assumption: Being familiar with the skill-trees.
Veterans might be able to spent 18 points into warpath or hammer throw in a matter of seconds.
New players might not.

I am with you here haha, who needs rewards? x)

Put up a ladder for time and we are good to go.
(Of course separated per class)

(Though this idea might be a technical nightmare for the developers :smiley: )

Interesting idea!

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