New Content Suggestion: Unreal Dungeons

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A recent thread and a few reoccurring requests and complaints got me thinking. I believe I have come up with a solution that won't require a huge amount dev time to properly implement. My suggestion: Unreal Dungeons. These would be older dungeons retuned for the current max level, expect current patch gear and would have "unnerfed" mechanics similar to the Unreal trials.

I imagine a Unreal Dungeon would work like this:
  • Ilevel:
    • Min - Augmented uncapped Tomestone gear/last cycle Savage gear for even patches and Normal Mode Raid/New Crafted Gear for odd patches.
    • Expected - Normal Mode Raid gear/New Crafted Gear for even patches and capped Tomestone/New Alliance Raid gear for odd patches.
    • Max - Augmented Capped Tomestone/Current Savage gear.
  • Rewards - Tomestones and Faux Leaves:
    • Each boss rewards a few Leaves when killed with the final boss rewarding more.
    • A target clear time that rewards additional leaves if completed within the time limit.
    • Optional objectives depending on the dungeon. Possible examples being:
      • Optional minibosses.
      • Hostage rescue.
      • Minimized deaths.
      • Terrain usage.
      • Mechanic avoidance
    • Weekly cap of about 20 that can be farmed over multiple runs. Only 2 to 4 runs should be needed to cap. The Unreal Trial rewards would be independent of the Unreal Dungeon rewards.

A few Dungeons I think worthy of the Unreal treatment:
  • Brayflox Longstop
  • Sunken Temple of Qarn
  • Aurum Vale
  • Wanderer's Palace
  • Amdapor Keep
  • Pharos Sirius
  • Halatali (Hard)

What are your thoughts on my new content suggestion?

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