I like the idea, but I don’t know what other rewards could be…
Paragon system is never a bad idea, although maybe hard to balance.
For the dungeons themselves, I am more concerned by the official policy that “all new dungeon MUST come with a new mechanic”.
I think it will bring the dead end faster than the rewards. I mean, new mechanics once in a while are fine, and possibly needed, but putting them as a must-have condition sounds dangerous, and generally a bad idea.
Babylordx has it right about the aRPG. RPG doesn’t have anything to do with altering the outcome of a game. Just look all the way back to NES RPGs. They were all linear storylines with no way to choose alternate routes. That did change a bit with Chrono Trigger. The options tend to be how you grow the character, not effect the world around the character.
As for dungeons in LE. I don’t know what else you could do that would allow permanent, non infinite, character growth outside of items. It would be neat if there were a dungeon with a “Angelic Smithy” at the end. Collect some resource in the dungeon that allows you to craft with in the smithy. Decreased FP costs, Critical Successes can take affixes beyond T5, Increased success rate of glyphs and runes, ability to keep crafting on items already T20 (Glyph of Chaos trying to get the affix you want or trying to get a crit success to boost past T5), etc.
Maybe a dungeon that lets you upgrade the base item tier of an item within a type. 1-handed sword would upgrade to the next tier of 1-handed sword for example.
Maybe there could be a dungeon where the end reward has to do with increasing the quality of your blessings?
A dungeon with the sole purpose of going as far as you can with no real reward other than leaderboard bragging rights is no different than arena and monolith right now. I don’t see how that adds anything new.
Yeah I had a thought about blessings as well. At best I could come up with is a dungeon that gives you one blessing slot that can draw from the pool of all blessings that you don’t currently have. The first 2 difficulties roll normal blessings just at different ranges (easier tier = lower roll range) and the second 2 are grand blessings following the same rolling ranges.
This would allow builds that could use two dmg blessings from one timeline the option to do so, like frostbite chance and cold shred from Age of Winter. Or just getting the defense ones that everyone enjoys, crit avoid, health, all res, etc.
By including the ‘left side’ blessings in that pool could lead to a solid grind if we only have one chance at a blessing per run. Or however that could be balanced. But that’s about all I have that’s outside of another item dungeon, or something ridiculous like more passives or skill points.
You mean donuts are overcompensating by adding other factors in because they’re inferior to bagels.
The bagel dungeon will consist of bagels mixed throughout it’s entirety, if you accidentally hit one in an AOE attack, every bagel in the dungeon will swarm you, of course because they have to be wrathful bagels, they enrage at 99% health among other modifiers.
Spread cream cheese: Allows you to accidentally damage a bagel while it’s on without being swarmed
Spread butter: Adds frenzies when allies die, revives after two seconds, deadly if not damaged recently and heals if not damaged recently to your enemies because if you put butter on your bagels you deserve death.
You mean the anti-llama protocol? Bagels are all imbued with aforementioned protocol to prevent heathens like you from consuming them. It’s just call anti-llama for short though.
Hell, the dungeon ability can even turn into a credit card linked, bagel ordering one, each time you use it, you order a dozen bagels (each order is separate, tax and shipping applies).
I wouldnt say it new dgn MUST have new type of rewards.
But it should be considered because as of right now,…on top of running monos which already give items, Do we really need more dgns to get “samesy” rewards?