This is the idea for a Boss Rush dungon, which would address many player’s issues over too easy content. The Boss Rush would be a dungeon that grows increasingly difficult, potentially indefinably so, but at high rewards the longer you can go.
The idea is that every round would consist of 5 battles. At the end of a round, a chest would appear. Boss Battles and other notable encounters would be pulled from dungeons or other notorious events that are considered suitably unique. It would consist of three regular encounters, one puzzle encounter, and one grand boss. Regular bosses are just regular, and really arn’t as special as puzzle encounters or grand bosses. Puzzle encounters would sometimes not even be bosses, but tricky situational encounters that require quick thinking and forward planning to finish. Grand bosses are boss events that are considered by the player community to be among the 15% hardest of all boss and puzzle events in all dungeons, and notable events. Every successive round all bosses and enemies within the events would receive a statistical 5% stacking boost to everything. Players would fight round after round, until they choose to quit. At the end of each round, a chest would be awarded. At first they would be small chests, but eventually the chests would be vary large. Also, dungon tokens would be awarded at a round’s end based on boss fights from host dungons and their difficulty round.
Challenges are the major part of this. Every boss would have a special challenge, such as a speed kill, avoid using a mechanic that would weaken the boss, or otherwise dilibritly making the boss harder to kill. Completed challenges would grant a additional chest at the end of a round per boss challenge completed. Potentially at higher rounds a extremely skilled party could get 6 dragon chests at a time, but only if they are skilled enough to complete challenges and avoid death.
There would be a death counter. Each player has a allowance of deaths, after each death they would need to wait 30s before being allowed to rejoin the fight. If the deaths within a round reaches the cap, the player would no longer be able to participate in the round further. If the entire party reaches death cap, they would all be able to continue but none would receive any challenge chests or any dungeon tokens at the end of the round. A store item might perhaps allow a entire party to restart a round after all deaths have been reached, but not under any cercumastances to allow a single player, or all, extra deaths. The death allowance would reset every round, and gradually increase, but not fast enough to deal with the increase in boss power.
Normal boss fights (ideas/example)
Vevina, Countess of Obedience
Lieutendent Kohler
Puzzle Boss fights (ideas/example)
Detha’s Graveling traps
The Iron Forgeman
Grand Boss fights (ideas/example)
The Shatterer
Lauret, Knight of Blood
No more non cosmetic world event rewards. We haven’t forgotten the Ancient Karka.