New Dungeon Reward Design

New Dungeon Reward Design

in Suggestions

Posted by: Deamhan.9538

Deamhan.9538

I’m sorry but speed running through a dungeon, skipping 75% of it just to pick off the bosses along a path is something I highly doubt the devs intended.

The problem is that the rewards come from defeating the champs and legendary bosses and not from killing the normals and elites that are found along the way.

Yet the solution is very simple. The dungeons are instances and so mobs don’t respawn (there may be some exceptions). Killing the mobs along the path they chose should be as necessary for completion as killing the final boss.

That’s all it would take.

New Dungeon Reward Design

in Suggestions

Posted by: Gnat.9405

Gnat.9405

They need to make the dungeons more objective based. Have events all throughout, similar to the Magg event in CoF, where you need to actually invest in the content before moving forward. I maze full of enemies is hardly a fun dungeon design.

New Dungeon Reward Design

in Suggestions

Posted by: Deamhan.9538

Deamhan.9538

I agree with that. A chain of events would certainly make them more interesting.