Interesting topic, let me hijack it or propose an Idea for a temporal reward.
A slightly different Dungeon - “You want some? Come, get Some!”
The idea is about an dungeon with possibly infinite floors which grants a temporary reward.
Its not about how far can you go, but how far do you want or dare to go?
Instead of adding damage and rarity modifiers, each deeper floor actually makes you weaker or makes it harder in new ways.
What do I mean with that?
“You are poisoned every X seconds.”
“Every third hit cannot be dodged.”
“You take X amount of flat damage, each time you crit.”
etc.
I have to ask myself: How many of these can I stack and still beat the boss?
The deeper I go, the better the reward.
Now about the temporal reward:
Temporal ==> A buff that holds for a fixed amount of elites. (Yellow mobs)
A dungeon has 4 tiers, so for example: 300 / 500 / 700 / 900.
What kind of buff’s? Buffs increase the deeper you go.
“Every third consecutional crit deals 25/27/29/… % more damage.”
“Skills cost 5% more Mana, but deal 50/55/60/ … % increased damage.”
“Gain 1% of attackspeed for 5 sec after killing an enemy. Stacks up to 5/6/7/… .”
etc.
…
Though, this brings with some problems too:
Temporal buffs are problematic for Arena runs. Everybody doing Arena would feel like getting a good Buff first, which kinda sucks.
Temporal buffs could cause problems for the monolith of fate.
Lets say I can easily do 300 corruption. With an active buff I work myself up to 400 corruption.
My buff runs out. And somehow I feel like too weak for the mobs / clearing.
(But yeah then again, maybe thats a little bit overkill)
People feeling forced to run the temporal buff dungeon every x time units to feel as powerful as possible.