Hey there. I just have a few things to say about the dungeon changes after playing for around 100 something hours this season so far.
The good
Portal Charms. Absolutely amazing addition and needed imo. A lot easier and faster to farm bosses for their items and the dungeons rewards.
The…not exactly bad but just…pointless?
The dungeons themselves? I for one feel absolutely no need to run dungeons anymore since their greatest rewards can be reached through the charms. If I see myself running out of charms ,which so far never happened, I would simply try and do a few echoes to get the charm instead of going through the dungeon itself. This means that I have also never used the Scale Charm this entire season. I mean it. Not even out of curiosity because I do not want to run through the dungeon.
Temporal Sanctum is the dungeon which is most needed for its reward and that is the one I have been in the most but again with the charms.
Lightless Arbor I only used the gold sink once because I am a hoarder and I currently have 60 stash tabs filled mostly with legendaries that have good rolls but I need like 100 conquered tower woven echoes for them and other tier 6/7 items. Anyway that is just me and maybe many of you use the gold sink but I do not since I am scared I will run out of gold for stash tabs.
Soulfire Bastion…no reason to do any of it unless I really want some item the boss drops and even then I have the option to put points in the woven tree where you can have random monsters from a dungeon and have a chance to drop the boss items which applies to all the dungeon bosses. Of course it is a lot less efficient and such but the option is there.
I feel like running through the dungeon has no meaning. There is nothing cool or great happening there for me. I know you can get the specific item drops when you go through a door from a floor to another but…I could not care less especially as a CoF player.
In my opinion dungeons need some improvement still or something added to them to give me a real reason I go through those two floors before fighting what I really want which is the boss for its rewards or making a legendary item. I do not care about the gold sink and I do not want to spend my time on collecting souls to use at a gambler which is the same as running a few echoes. Maybe that is changed and I am wrong I have no clue since…I do not run Soulfire Bastion.
Now I did not think of some solutions for my said issues with them for the moment. This is just my honest feedback on this specific part of the game. I still enjoy the rest of it but whenever I go to do my 20th Lightless Arbor trying to get that 3 lp peak of the mountain I just wonder…why is there a dungeon in the first place and not just a boss fight. I am sure this will be improved in the future…or maybe not and I am just the only crazy guy who thinks like that about them.
Yep, that’s what skip mechanics do to an RPG … They effectively remove the content from the game.
A lot of people on the forums warned that this would be the result of adding skip mechanics to LE.
That being said, there are good reasons to run the dungeons, other than their final rewards. Dungeons are the best places to level up until about level 50. Lightless Arbor will get you from 20-25+ faster than anywhere else. Soulfire Bastion will get you from 35-50 faster than anywhere else … Then when you reach Temporal Sanctum you’re already high enough for Monoliths. They also provide a campaign skip.
Yeah for leveling sure but I am talking about after in the end game. What reasons do I have to drag my ass through the maze layout instead of doing a few monos and such?
Maybe they should add some specific drops from the dungeon monsters to incentivize people into actually doing them and remove the nodes from the weaver tree that allow dungeon monsters to spawn in your monos or if they want to keep that to be 100% sure that those monsters can only drop the boss items with no chance to drop the new dungeon specific ones.
That’s why you got charms and they’re actually quite plentiful, so you don’t have to do it.
So you have a dungeon that is useful for early game (if you want to use it), you get a boss only for endgame.
Also, you can use dungeons for prophecies. In fact, you can trigger a lot of them in a single dungeon. Not to mention that LA requires running the dungeon for souls.
So I wouldn’t say they’re useless, even in endgame.
Yeah but prophecies can also be triggered through other means as well and you can trigger 20 of them if youre patient enough to roll just with 1 monolith boss so yeah I do find them useless in end game.
The problem with the 20 mono boss prophecies triggering is that you’ll have dozens of drops and, more often than not, you’ll have to leave behind something which you would like to keep.
Whereas in dungeons most of the quests are along the lines of “kill elementals”, “kill rares”, etc, so they’ll trigger at different times. Which means that if you get a full inventory, you can just leave (you’ll only lose 1 key, of which you should have hundreds anyway), dump your inventory and go back to the dungeon to get another full inventory of prophecies.
You’ll never waste them that way.
And you can’t do the same thing in mono echoes because all those prophecies are for either rare mobs that will only appear on specific timelines or random rare echoes (like siege golems, void horrors, etc) or mobs that have a random chance of showing up or not (like mages).
So using dungeons to trigger prophecies is actually pretty good, overall.
I mean the same goes for monos…kill matrons kill rares kill champions. Literally no difference except one is a boring maze which I do not see why I should do it and the other gives me progress to stability then to corruption.
And I was just giving an example on how you can trigger a lot of prophecies everywhere. Dungeons are nothing special about this imo.
You don’t have any “kill rares” prophecy for monos. You might have one for champions now (they weren’t a thing before and I haven’t played much this season yet), but kill rares only spawned on dungeon prophecies.
You only have prophecies for mobs that might show up or not in any given echo. So you can have a bunch of “kill matrons” or “kill siege golems” or “kill scorpions” and you spend 5h and don’t see a single one.
Whereas in dungeons, the prophecies that show up will trigger on every run. Guaranteed.
I just meant that you do have other options and yeah I get that guaranteed thing for prohpecies but kind of sad that this is the best thing about them. What if you dont use prophecies? I stand my ground that dungeons in late game are useless to go through.
For some people (and for those in MG), this is true (except for Lightless Arbor). But that is why they added portal charms. And you get lots of portal charms that you don’t need to run them anymore.
Although they also added the other charm that gives more lizards, so that is another use for them. And presumably they can add more charms in the future for other fun bonuses.
So while I don’t totally disagree with you, I also think that you already have alternatives to deal with that and also to potentially add more uses in the future.
I have never used them since I do not enjoy running through the dungeon maze. So for me those charms are just there. Like I get that dungeons CAN have uses but that does not mean they are needed or useful in some wow way and that does not make me want to go through them.
Again, that’s fine. That’s what portal charms are for. And as I mentioned, they’re plentiful enough that you never have to actually run one if you don’t want to.
And future charms can add other things that make it more enjoyable to run.
So what is the issue at this point, really? You don’t enjoy them and you don’t have to run them. Other enjoy them and can find uses for them.
Seems like all’s fine, then.
TBH, the tombs and cemeteries feel very much like dungeons to me and I enjoy that. I would be interested in EHG adding more dungeons and fleshing out the current ones. It seems like they sort of don’t know what to do with them… The concept is good, dungeons are gates to powerful items, but then so many people on the forums complained that the dungeons were too long, and too hard … So EHG caved and pared the dungeons down to what we have today, short, skippable areas. I would have liked them to take the opposite approach, make dungeons bigger, longer, more dangerous, more classical RPG dungeons with traps and mechanics. It feels like dungeons are in limbo right now, and will be changed again - just my prediction.
I mean…it was just my feedback my opinion on them. Just like some enjoy them I am sure others can agree with me. It is not the point of an issue specifically just my feedback on how I see the dungeons.