Concept: Dungeons Modes and Legendary Armor
In terms of higher tier gear, I’ve said that so many times and there seems to be this super staunch resistance to it. Even if you propose ways of making it so that this higher tier gear only stays in PvE somehow, people just don’t seem to get it and don’t like it…. so I would just say save your breath on this topic.
I don’t think you necessarily need modes since you have 4 paths in a dungeon, so make them of varying difficult and reward (easy, medium, hard, insane) and indicate those difficulties when players are choosing what path to take. Ideally, the paths should all be tuned to take about the same amount of time once you have a general idea of what to do (30-45 minutes or so). The concept is to give players a more gradual learning curve. Easy and Medium would be more forgiving in terms of little to no one-shot mechancis; the idea being to familiarize players to certain mob/boss mechanics that will be used throughout the dungeon and figuring out the best strategies to combat these obstacles. Hard and Insane would be more testing your skill, group coordination, and strategies… and thusly, more punishing.
As I said, the rewards scale to difficult… but I’m thinking more than just in terms of token drop amounts at the end of completing the run. Rares drops, additional tokens, and extra loot/coin-drops also scale with difficulty. So while easy is almost a guarantee to put coin your pocket, hard/insane will definitely give good payouts if you’ve truly mastered the dungeon mechanics.