Based on Regina’s recent comments about summing up suggested changes for each individual dungeon or path, I wanted to throw this suggestion out into the community. I (obviously) think its a fantastic idea, but would love to get some feedback on it from the community.
Please noone comment on the difficulty of adjusting the design of dungeons to this extent. It is a major overhaul, and so I doubt it will be pursued as long as the current stance on dungeons is maintained, but one can hope.
The structure and concept of this have been applied, and explained for AC. I have some ideas for the other dungeons, and if feedback is positive I might expand on them and post those ideas. However for now I just wanted to get feedback on this ‘template’.
Currently some of the main complaints (outside of the trivial nature of boss fights) are the pointlessness of trash mobs, the annoyance of NPC’s, the stupidity of stacking, and the tediousness of rerunning the beginning portions of dungeons in order to complete all 3 ‘daily paths’ or two in the case of easier paths.
So here goes my suggestion. It begins by making dungeons legitimately “explorable”. There are no closed gates, no restricted content based on event completion. For all intents and purposes, you can run straight past every boss/event/mob in the dungeon, to the final boss and kill it if you wish. However, to do this would be INSANELY difficult, as mechanics are implemented to the boss fight that are counterable through successful discovery and completion of sections within the dungeon. Each boss, or event within the dungeon either removes abilities, or defenses or obstacles from the final boss, or provides avenues to overcome them, making it easier, reducing in difficulty from near impossible to mechanically fun, but doable.
So here is my suggestion for AC:
FINAL BOSS
There is one final boss for the dungeon in the howling king room. He has the summoned adds and scream of P1 boss. The Ghost Eaters shield from p2 boss (reduced to -50% damage), and the random kd aoe’s from path 3 boss. Double his health, and slightly increase his toughness, so he isn’t such an instant melt. No more “select path”, the purpose of the dungeon is to determine HOW you fight the boss, not WHICH boss to fight.
START & GRAVELING BURROW
The start is the same, with the breeder and escorting NPCs to priory camp. Then the changes begin. As I said, all paths are open, so you can take the ‘story’ route around the back to spider queen, or run down the stairs past the graveling burrow. However, the burrow is spawned either way (has more HP, and spawns elites similar to later burrows). These monsters run towards the spider room, and have no leash. Kill the burrow to prevent spawning of this, or skip and run around/through. Killing the burrow needs to be more than just dropping an Ice Bow 4 on it. So probably 6 or 8 times the health of a current burrow. Easy enough to kill, and only about 30 seconds with 5 people. But enough of a challenge to make it an actual choice as to whether yo kill it or not.
SPIDER QUEEN
Fight remains as is, but door after it is open, traps are gone. As long as spider queen is alive, spiders randomly spawn at parts of the dungeon. On you. Occasionally some of the stronger TA like spiders which are actually problematic.
NPC’s
After this room, you have the option of pursuing the events on hodgins, dessas, and tzarks paths, except the 4 burrows at the end of tzarks path in the ghost eaters room, and the second scepter event as that is the only room which has coinciding event and both these events are semi redundant.
HODGINS
Completing the hodgins event gives an environmental weapon which allows the summoning of the firefields that hodgins currently summons at the end of the path. You can kill the spawns through normal means, or try and ignore them. Or you can complete the event, and have them instantly die through tactical field placement.
DETHA
Completing the detha events(the trapping now provides a power source from the gravelings, not bait for the sake of lore). The traps become carry-able objects, which can be installed at the final boss room, and then become turrets similar to those at Tequatl. Each has a skill which removes the shield (and all stacks) on a 10 second CD. The shield is similar to Tequatls in that it builds up stacks to full power. He starts with the shield, and it takes 1 hit to remove it. It builds up stacks every 5 seconds until it has 5 stacks, then the shield recharges. So it only needs to be shot once every 25 seconds, with the skills on a 10 second CD to keep it off, however similar to Mai Trin, each stack reduces damage taken a little bit. 5% each stack, with 50% reduction when at full stacks.