Just sharing my thoughts and feel that more discussion for the idea is warranted. Feel free to share your own. Probably better to watch the video beforehand. YOU DON’T HAVE TO READ MY POSTS, JUST WATCH THE VIDEO AND SHARE YOUR THOUGHTS!
On general opening core beliefs:
1. Dungeons should be harder? Sure. Pretty black and white. Personally feel that running the same content over and over with no variety (in how most players approach battles), no randomness (the mobs are too predictable and everything becomes extremely scripted) and thus very limited strategies (have you gotten kicked from a group that demands you stack, they get 1shotted by an AoE and then blame you for not stacking?). Making dungeons harder isn’t so cut and dry, however. There could be many approaches and I’d actually like they try different means to accomplish this. Also, I remember getting into debates with people complaining about difficulty and runtimes and got shouted down relentlessly for saying dungeons should take much longer than the 10-15min they take now! At least for hardmode content, it shouldn’t be something you just train through but something you prepare for and look forward to starting.
2. Dungeons Riskier? Goes hand in hand with harder. The only issue I’d have is that players would feel justified in demanding much greater rewards. It’s not a baseless expectation but there will be issues ran into regarding loot rolls and loot tables. I think there might be ways to help this by giving the player more control over just what loot they get, so perhaps allowing them a few random rolls with the chance of really great skins, or a cache of specific level materials or tokens for a specific gated reward would all be choices the player has (along with other baseline rewards) at the completion of the content.
3. More distinct roles for players? Hmm, that’s a tough one. I feel, to do that, you wouldn’t just introduce limits on the player but you’d have to fundamentally change the mobs within a dungeon to accomplish this. That said, I feel there should be opportunity for various specialized and generalized roles to shine so that you can complete various content in a variety of different ways without specifically seeking certain party members and roles. It should be viable to complete the content with any combination of roles so long as the party adjusts fire to accommodate said roles.
4. More value to underused mechanics? Agreed. PvE content can get very repetitive since they are so predictable. It doesn’t help variety that so many of the cool mechanics in the game are boarderline useless for practically any purpose outside of PvP. Perhaps modify the strength of these mechanics against NPCs or in dungeons/tough content to make them more essential and usable? Again, I think you’d have to change the mobs to make this work.
5. More use for various gearsets? Hmm, this sounds nice on the outside but gearsets are just stat combos. Rather than look at it as making gearsets more sought after, just look to the utility that the other stats (mainly the defensive stats) offer. Expand on that and you can possibly accomplish this.
6. Skipping trash isn’t necessarily un-fun and hard trinity sux? Agree. Not much to say about that. They could add a bit more incentive to take on trash mobs but not overwhelmingly so. As for the trinity thing, I was never a fan for it but people hear ‘trinity’ and they go into a blind rage. There’s also nothing wrong with a soft trinity and nothing wrong with dedicated roles or approaches. It should boil down to how you want to play not requiring specific approaches or else you’re out.