A big question that’s come up is exactly how Keyed Dungeons are different from Rifts. Keyed Dungeons introduce greater challenges as their tiers increase through Dungeon Affixes. The majority of dungeons are real places in the world, and players will know some information about them including what types of monsters, events, and layouts to expect. With this information, as well as the specific Dungeon Affixes being displayed on the key, players will be able to strategize their approach before going into the dungeon. We believe this is the biggest change from Diablo III Rifts: the added planning and strategizing that takes place before you decide to run a Keyed Dungeon."
Well, I would like to know if these Keyed Dungeons can only be completed with some specific equipment, just like the Set Dungeons.
If the player is going to need to come up with a strategy, adapt, modify something, does that mean that these Keyed Dungeons depend on a specific item setup to complete? If they are an essential part of the game, they shouldn’t require anything other than what the players want for their own characters, I don’t want to have to change all my items to complete an essential part of the game.
If Diablo IV is taking a different turn from Diablo III and giving players more freedom, it is not very coherent to insert a system that will need a specific character setup to complete.
I hope I got it wrong, but I’m afraid I’m right about these Keyed Dungeons.
If you look up what they showed about Keyed dungeons on Blizzcon, you’ll see that it’s quite different from Set Dungeons. First, because they do give you a reward. And second, they aren’t exactly tied to pieces of gear like set dungeons are. You just need the key to enter, and nothing else.
Now, you might want to swap some pieces of gear for different resists and stats that better suit the dungeon, but it isn’t absolutely required like set dungeons. Think about the dungeon that they showed on Blizzcon that a indestructible pylon who causes lightning damage around it and chases you through the entire dungeon. You might want to stack up on lightning ressit to have a easier time dealing with the dungeon, but maybe your regular set has enough on it to let you do the dungeon. Maybe you don’t have lightning resist at all yet you can soak up the damage some other way. Maybe you’re mobile enough that you can just out run the pylon. There’s multiple ways of dealing with it, and absolutely none of them are hard defined by the dungeon like set dungeons do with their objectives.
We don’t know a lot about keyed dungeons yet, but from what they showed us it looks nothing like set dungeons.
They showed little about Keyed Dungeons, but I can imagine a dungeon that you only pass with “cannot be frozen”, or one that can only be completed with “converts 50% of damage into resource”.
This kind of thing cannot exist as it depends on RNG drop;
Sets are going to be starter gear if you will. Think Blackthorn’s set, but for individual classes. They are meant for new players getting started to help them with how a build can work, or for those who don’t want to try things out and just go.
Blizzard has already said gear will only be 50% of total power and players would not need to rely on sets like they had to in D3.
Keyed dungeons will be more akin to Mythic+ dungeons in WoW without a timer. Will be a dungeon with an affix or multiple or other changes. Just to shake up the experience and make it play differently other than random moans and maps that just have numbers get higher like in GRs.
I think I read they are going to do dungeons harder with specific settings, or perhaps different keys. Harder dungeons give a chance on better loot, but make you want to spec for a perfect build for it. For instance they can add a constant slow, or constant health degen, traps etc…
And I prefer a dungeon with a (limited) power escalation over a dungeon that can only be completed in the form that developers predicted.
If Keyed Dungeons are scattered around the world and are normal places, they must have level requirements, or story advancement requirements, but may be impossible to complete by the time the player encounters them, as there is this strategy requirement, staging , it bothers me a little, so I compared them to the Set Dungeons.
That’s what I’m talking about.
This requirement model for completing the dungeon (preparation, search for the perfect build, pre-defined strategy) bothers me a lot.
It reminds me a lot of certain dungeons that define exactly what to do before you enter, define the equipment you should use, the skills you should use, the level you should be in, the mode you should play. When in fact they should only require the character level, a key, and offer a reward.
Key dungeons are a great addition because it brings depth. But I’m scared of it currently because it looks like an option or difficulty setting to activate that splits the community into their own bubble.
– > I think key dungeons need to be related to the quests to some extent, to feel more immersive and less like choosing a difficulty level in a spreadsheet catalog of products.
For example I would rather see content with lighting monsters, while it’s raining, with floods and a storm increasing electric damage.
It would just feel more immersive and less “add a mechanic into a box”
I played WoW very little and do not know this mechanics.
My paradigm is Set Dungeon precisely because this dungeon has a particular mechanic, a peculiar way of being completed, a previously defined way of playing, a previously required equipment, all in accordance with the designers.
But if people are saying it won’t be, I will believe it.
Oh, it seens you completely misunderstood what Keyed Dungeons are.
Keyed dungeons are variantions of regular dungeons. A harder mode. Every dungeon in the game will have a keyed variation.
You drop the key, you know for what dungeon it is so you can go there and do a harder more rewarding variation of it.
So by definition regular game progress can’t be tied to it. They very specificaly talked about it being extra end game content for the game, not regular progression/part of the campaign. Though I can see a easier simpler version of a Keyed dungeon beign available during the campaign so players know that it exists, sorta like a tutorial one for introducing players to the system.
So dont do any of that. I have no plans on changing my build just because of monsters in a dungeon. If my character cant beat it without changing gear then I clearly have not gotten my character to that level yet. Keys will make zero difference in how people play the game I think. I dont think it will go the way the devs planned it.
Well, a lot of people here are embracing the idea to change builds on the run. I will clearly try to build characters that can beat every challenge and enemy in the game with their one single build. Just as RPGs are meant to be.
Of course alot of people are . Most people are sheep that will take the easiest way out instead of working on something original. But that is why my clan is very selective and by invite only.
something original is a character that fights in a certain way and that makes their personality and style in the game
could you imagine legolas like "oooh today ima try the crossbow…why not use some 2hand hammers, might just work, REEEEE FEEL MY FIREMAGIC
no, legolas has a theme and a style: bow and dual wielding 2 short blades
hes not going to change it because he is a good, remarkable character
My only experiance with Keyed dungeons similar to what they’re proposing was in Marvel Heroes with the Danger Room.
I hope the developers are careful about the affixes they use for the dungeons, they can easily go from “fun” to “immediately trashing keys”. That example with the lightning tower following you just seems like an annoyance.
Yes the key itself will have info on the page telling you what to expect when using it.
Double boss, More fire resist, that lightning tower chasing you, I think they say something along the lines of Mob Families, so Fallen and the like.
They could add timers or anything as well as each key can be leveled in some way to make them harder again on top of what ever modifiers are there.
But again these are just options if you dont think you can take it on save it for later or put them in a Guild/Clan Bank or just trade them.
You may find items as you level that are better versus a Mob type like Fallen, so keep them if when doing the Key Dungeons you can use it at say 5-10% more damage versus that type.