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:
A few Dungeons I think worthy of the Unreal treatment:
What are your thoughts on my new content suggestion?
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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?
Continue reading...