Idea for alternate leveling and end-game content at the same time

The idea is to introduce new randomized “Dungeons” that would be totally new to the game to not compete with the existing ones but rather to add additional content.

  • The new Dungeon difficulty levels for the different areas of the campaign could be available after a player completes 1 complete seasonal campaign journey
  • A player could choose just to do the Dungeons in the area for progression and loot instead of the campaign, earning the same rewards (Passive points and Idol slots) as the campaign would normally give. This way the play through is both different and randomized to break things up.
  • These new Dungeon areas could also be added to later, end-game content that scale with corruption, loot, etc.

I know it’s basically an adventure mode, but the levels would still be gated a bit to keep a steady progression without players jumping straight to the end game. Maybe just weave in some choices on subsequent play throughs during the campaign so the player can choose the quest or a significantly more difficult option with more XP and associated loot.

The existing Dungeons in the game are hardly played now that the “Skip to the Boss” keys were added and it’s an opportunity to tackle two things at once. They need to be different for sure but it’s just an idea.

Another option, totally unrelated is the higher difficultly runs like “Nightmare” or “Insane” so that players who want a challenge without going fully hardcore mode can do that.

IMO, Dungeons desperately need to be expanded in Last Epoch, so they have their own identity, mechanics, etc.

Thank you -

I’m not sure whether you’re asking for an adventure mode (randomly strung together zones like monos that would level with you & provide a different way of getting to monos with your passives & idol slots, so basically monos) or actual new dungeons with new mechanics, bosses, etc.

They already do though, just many people don’t seem to enjoy doing them.

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Basically this, but with their own look and feel. I like the idea of an alternate path in each zone as a choice to complete instead of the normal stuff as well. I’m just brain-storming possible options besides playing through the same exact path every time. Maybe that “alternate path” is much harder than the normal one but with greater rewards (added Gold, Shards or something).

Maybe I should just go play on “Hardcore” mode :slight_smile:

That’s not actually harder, just more punishing.

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how about using the normal monoliths for a alternative leveling method for the seasons? Each timeline could give the passive points and idol slots. Maybe adjust the time you need to finish each mono so when you are done with them you are level 50-60 and the empowered ones start. EHG could make new quests for it each new season so it is a bit different every time.

This sounds too similar to monoliths.

But I would like new dungeons, similar to the existing ones.