What would it take to make Dungeons worthwhile?

So… I personally, and it is my impression that most people, don’t run the dungeons other than Julra for forging.

For me the issues are.

  1. levels 1-4 are too limiting, My toon farms 700c level 4 dungeons are not enough challenge.
  2. rewards are to low. This might be related to 1.
  3. The dungeons special mechanic just feels like an extra button to push for the sake of adding a button.

I don;t have many ideas how to make this better however. For Julra I would just like to see an infinite scale in challenge and rewards ala monos.

What are your ideas?

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Lightless Arbor is a gold sink … And it’s worthwhile for collecting crafting materials. And the boss rewards are some of the best armours in the game.

Soulfire Bastion is the fastest way to level up to 55. No other part of the game will get you from 30ish to 55 as quick as Soulfire, it’s worthwhile.

Temporal Sanctum is worthwhile because it gives access to the most powerful items in the game, Legendaries.

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I never found myself short on crafting mats, i play market so I have my gold sink.
30-55 leveling is pretty darn specific.
An yea Julra is required to do forging, if she did not do that, would anyone want to play that dungeon? That is to say if it offered rewards but was not mandatory content?

I always use the dungeon campaign skip on a new character,

LIghtless Arbor will get you from 20 or 25 up to 30+ quickly, and if it’s the first seasonal character, or a solo-self-found, you get a huge amount of crafting mats to get you started. Then you move to Soulfire and go from 30-55 incredibly fast, we’re talking in minutes here if you full clear the dungeon. Plus there are some specific uniques only available there. Now you’re 55 and ready for monos, or you can go right to Temporal and start making Legendaries.

I would love to see more dungeons, and improvements in general. But for me at least, as an alt-o-holic, I run all 3 dungeons regularly and find them rewarding enough to continue doing so on every new character.

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I know they are named “dungeons”, but i really dislike navigating corridors, dead ends and whatnots, that draw me from slaying things. Removing those barriers, which force us to backtrack would help. I agree with the “press the button” mechanic. While temporal sanctum’s time travel is interesting, the others feel weird. Fire/necro shield in soulfire i rarely use or rather just switch to fire for clearing and stay that way. And even though i don’t run arbor at all, its torch mechanic is just so pointless in my opinion.
My dungeon usage:

  • temporal sanctum for campaign skip: i run regular campaign up to temporal sanctum, skip there and finish campaign - that gives me complete toon ready (all campaign passives, attributes and idol slots) to enter monoliths - maybe i will refine the process one day, but it’s good enough for me right now
  • temporal sanctum again for legendaries - like everybody else
  • soulfire - i like the ring so i farm it sometimes for fire casters, i farmed uniques from gambler a bit, mostly for collection, but besides uniques, the rewards are crap for me and gambler mechanic is very annoying
  • arbor - never. for me, worst rewards combined with worst PITA dungeon
    I usually can handle up to T3. T4 is usually too difficult for me. I rarely get beyond 200 corruption, so “too easy” is not my case.

What would make it dungeons worthwhile for me?
Actually less PITA barriers, less annoyance in dungeons. Soul gambler could be replaced with something more interesting.
When compared to temporal sanctum’s forge, other dungeons’ rewards are really disappointing.

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Thanks!

I would not call forging “a reward”, it’s mandatory content. If you hated Julra with all your might , you would still have to do Julra runs to progress, even in market, even with the Nemisis mechanic.

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Weird… Arbor allows you to get quite a lot T7 exalteds for your gold and the boss also drops some very valuable and useful gear. Be lucky and get a Peak of the Mountain with 3LP and you are done with farming in MG. Or Foot of the Mountain and Core of the Mountain. I Sometimes run Arbor just do farm the Boss loot as gold source when I feel like it.

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I’ll explain myself then.
So my playstyle goes like this:

  1. I’m in CoF, so no bazaar
  2. I hoard stuff, like a lot
  3. Therefore i spend my money on stash tabs (100+)
  4. Stuff of the Mountain never made its way into my builds somehow, so i don’t farm it.

So i need gold instead of sinking it, get T7 exalteds in monos. I might consider arbor if there is a way to make money with it while in CoF.

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So you think it would be more fun if there were less to do? The barriers create a challenge so that you aren’t just zooming thru at mach speed. This is a strange take.

Back in the day when WOW and Everquest 2 came out … I always preferred EQ2 dungeons over WOW because in EQ2 dungeons were tight corridors, cramped, and filled with traps. They were actually challenging because it wasn’t just monsters trying to kill you, the environment was trying to kill you too.

I feel like dungeons need environmental obstacles, hazards and puzzles to be considered dungeons. Otherwise it’s just a hallway full of meat for you to grind up which is pretty boring. I like the current dungeons better because of the obstacles, although they’re incredibly easy to navigate once you are familiar with them.

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Maybe that’s the point, they’re not challenging at all. They’re just annoying.
“Hallway full of meat for you to grind up” sounds a lot like current echoes. Maybe sometimes “plains” and not “hallway”, but still. And i’m strangely fine with it in this kind of game. Apparently i play ARPGs to see how good a meat grinder my build is. :slight_smile:
I haven’t played either WOW or EQ2, so i can’t tell if i would like them or not.

One of the things I love about echos/monos is that each echo is somewhat unique, I enjoy entering a strange but familiar area and seeing what it contains.

My biggest issue with dungeons as a average player with limited time is this.

  • too mazy, (why cant it be like a normal area?)

  • tier 4 is a large jump in difficulty when it comes to the boss, (farming mobs is fine)

  • there’s never any other reason to go to the dungeons other than for specific items or leveling/skip mechanics, no quests, no nothing meaningful storywise or a sense of feeling rewarding to do so

I would love to see dungeons improved, they are awesome in Grim Dawn

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What I would like to see:

  • Improve the dungeons to be more fun
  • Change the difficulty tiers somehow, maybe the keys should be corrupted, matching the corruption level you were in once you dropped the key.
  • Make they keys rare and improve rewards A LOT so whenever you get one, you immediately want to run it.

If the dungeon’s reward were crazy OP, but keys would be rare (1 key drop in 5 hours of farming), then I would be happy whenever I drop one.

We already have monoliths that we are supposed to farm over and over again. I think dungeons should be something we rarely do, but it should be quite the experience with HUGE rewards.

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Yes, Julra is annoying but mandatory for leg slams
LA’s chamber is crappy, MG players may use it to loot some rare overpriced idols with a bunch of luck, but mostly prefer to avoid it. CoF players prefer to save money for tabs and will avoid it
Bastion is a most useless one for me, only for dummy/arena unlocking after skipping campaign in LA and TS
Arena… idea of farming boss item meets wrong boss at the end. And no lizards and Nems inside :smiling_face_with_tear: boss specific keys please
I see no reason to go over T4 as it is hard enough for fun builds

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Would like to see challenge zones and additional bosses with MI unique items

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" * Make they keys rare and improve rewards A LOT so whenever you get one, you immediately want to run it."

I love this one.

I mainly use dungeons now for Alt leveling, COF, or LP slams.

They’d have to start doing stuff like dungeon skins or something like GW2 did or Dungeon Set Items to give bonuses i.e. the Julra’s Helm, Gloves, Ring has Tiered based additional bonus when equipped together. Almost like combining a Unique and Set Item bonus together.

Heck I’d even take completing a dungeon to give me a stash.

I hope they are planning to add more dungeons with new chapters (ancient era) for both campaign skip and new mechanics purposes. And as new mechanic set improvement will be highly appreciated. Or idol reroll

I would love to see a Dungeon with the following mechanics:

You complete the Dungeon of Choice and kill the boss. You then get to chose one reward (out of 2 or 3?), which is selected from a list of rewards via RNG, because we love RNG, right? RIGHT?

This list has the following rewards to be randomly chosen from: (“bricked” means, the item cannot be reused in this dungeon again.

  • Drop 8 random uniques
  • Drop 3 random uniques (Helmets or Boots or Belts or …)
  • Drop 25 random exalteds
  • Drop 12 random exalteds (Helmets or Boots or Belts or …)
  • Drop 10 random exalteds with at least one T6
  • Drop 4 random exalteds with at least one T6 (Helmets or Boots or Belts or …)
  • Drop 5 random exalteds with at least one T7
  • Drop 2 random exalteds with at least one T7 (Helmets or Boots or Belts or …)
  • Add LP to unique (1-4 depending on item specific rng, bricked, untradable)
  • Add LP to Set Item (yes!! Bricked, untradable)
  • Add 1-10 Forging Potential to Item (bricked)
  • Chance to doublicate item (bricked, tradable)
  • Gain 5 Stash Tabs
  • Gain 5.000.000 Gold
  • Add a random T6 sealed Affix to an Item (bricked)
  • Add a random T7 sealed Affix to an Item (bricked
    -…

(I just put in some random numbers, they need to be balanced of course… Also the different Choices can have different probabilities to occur)

In addition you can enter the dungeon with 3 keys. You are given a choice of three of the list above at the beginning and THEN you run the dungeon. So you know what you are running for. BUT the dungeon becomes significantly more difficult. And if you refuse to run you lose the 3 keys.

What do you think?

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The item drop bits seem quite similar to Lightless Arbour, or CoF prophecies.