I am curious to know why there is no set dungeons for the new class armors sets in Season 34? I made a Crusader, and I have the 6-set bonus for Aegis of Valor. But there’s no page for a set dungeon, so I’m stuck on Slayer chapter; all I need is the Set Me Free objective to advance in the journey. Do I really have to find a whole new set of gear?
Because people hated them? Maybe?
Not specific to Season 34. None of the newest addition Sets have a dedicated Set Dungeon. Every five Seasons, these Sets as the Haedrig’s Gift aligns together.
Yes. It’s not really a hard objective, nor distract you from anything else. You have to save some Set pieces from different setups, as you need every Set dungeon page to unlock one of the Altar nodes way later. Instead of collecting three different Sets, now you have to collect all the rest of them for a Set Dungeon page.
Thanks. I guess I’ll have to do that.
Once you are able to farm like TX Visions, you should have 5-6 pieces of every set easily.
If you just can’t get a certain set piece use the re-roll set piece to another one in the cube (note with that recipe you can get only non-ancient set pieces).
Recipe is Skill of Nilfur:
The new Class Sets were added in Patches 2.6.7, 2.6.8 and 2.6.9. We asked about their Set Dungeons then and received this reply from December 22, 2019:
They did not say why.
Having come across your “contributions” since youve started posting a lot again here, its not a surprise to anyone that you have been forum banned for literally years on other accounts. The most ridiculous part is that you even asked someone why as if you don’t know why. rofl. Such a Nancy.
This.
You’ll have the four other sets for the altar eventually. From there, just check Maxroll’s set dungeon page and pick a set dungeon that’s considered “easy”.
@Perusoe: Thanks for this. I’ll just make a DH class in the Season, and go for the UE set dungeon.
Don’t think they had to lol. Set dungeons are probably the most hated feature still in D3. By the time they made the new sets after set dungeons were around, they probably figured it was a waste of development time on such a disliked feature.
I have a theory, but it ultimately can be summarized as “everyone hated it”.
Set Dungeons supposed to teach player the ropes and make them realize that they some sort of flexibility on their build. As far as I can tell the intended experience was player learning something from their failure, then combining this with their knowledge to overcome the challenge. None of the players get it.
They see it as an obstacle, and all they ever read was online guides which are clearly written with a stapled standard while player experience may impact the outcome of Set Dungeons.
In short, Set Dungeons were designed in a way that player can NOT brute force their way; they have to learn something first. When you fail to bring the required utilities to solve the puzzle, randomization filters you harder, and more damage output was never the answer unlike in Greater Rifts.
Sadly, none of the players put any priority to utilities, nor treated this as a puzzle but abhorred it. So many Set Dungeon guides out there suggesting that players should put the end game skill combos together, when objectives actually punish you for doing so. Too much damage output actually made it harder for you to finish the dungeon until you include the right utilities for the task.
It’s not entirely the fault of guides, that’d be silly to blame everything on them. Due your damage output actually is the key variable here, guides are written with the mindset of a player who just got their Haedrig’s with lower than 50 paragons. So, guides always suggesting you to keep your damage output high as a liability.
Problem starts when player reaches Set Me Free task in the Season Journey with 800+ paragons and Ancient items, which is more than enough to wipe anything in the Set Dungeon by sneezing. Then player ought to adapt and overcome by trial and error but no, that doesn’t happen. They try the guide, gets filtered by bad randomization and high damage output, then they leave an angry post over forums as if they have exhausted every option.
I’ve seen this happen over and over again at different media and forum outlets. End of the line is, people just don’t get it and have NO curiosity to try something new but “play it by the book”. So why developers should bother by introducing a new Set Dungeon? Simple. They don’t.
On the account of developers; Dungeons supposedly designed to be open to interpretation of the player, but it ended up being too vague for its own good and it only explores one aspect of the Set. A class Set can empower more than one skill but main focus is always one of them. That hardly introduces the player their options.
All it ever was good for giving you ideas for passive abilities, but gauging your own damage to fit the task was never communicated or implied directly to the player. The only thing that supposed to help and communicate the player is loading screen hints, which is a decade old now.
This game sold millions of copies. Multiple millions. But even if we cut that down to literally just one hundred active players across lifetime - a truly absurd lowball number of total people to have ever played Diablo 3 - there are precisely how many “devs” in charge of designing set dungeons?
Probably less than 100?
Occam’s Razor suggests it is not the 100 players’ fault for “not getting it.” That’s just a truly inane player-to-dev ratio, after all. Said devs could easily have made this feature better, or worked on it at all really. Like PVP, they just kind of shrugged and went “meh, it was a learning experience.”
EDIT: To be clear, my point is you can either blame millions of people for “refusing to think” or you can blame ONE person for designing something millions of people don’t like to do. It just feels like, once again, you’re employing incredulously copious amounts of mental gymnastics to take the nebulous “developer’s” side on things.
But, I know you’re a (non blizz) dev, so I guess I can’t blame you too much. You probably do have insights that I don’t really understand. Not like I’ve ever made a game, so… idk. It’s just a thing I find slightly vexing about you.
Yeah, I sounded abit too biased at that post. Let me fix that.
I wouldn’t call myself that. I may have some insight as a player, but that’s it.
One of the best replies from Blizzard.
From that point of view, many of the set dungeons failed to facilitate gameplay that would do this.
Eh, I am going to put this more into the category of “good idea, horrible implementation” coupled with complete lack of or terrible testing.
Many of the set dungeons did nothing to teach the player the ropes of the build. Case in point, the barb set dungeon where you aren’t allowed to take damage. The point of a melee class is you are going to take damage then tank it. Terrible design.
UE and Htooth along with a few others have requirements where you need to kill groups of monsters. Problem was and still can happen is there are not sufficient packs of mobs to achieve the objectives. They actually had a pass or two where mobs were moved/repopulated. Poor/no testing.
Nat’s and others were not possible to complete without severely nerfing the build. The objectives were not hard, it was simply trying to gimp your build as much as possible to complete the objectives. Just the 6 piece set with no paragon was almost too much damage to complete the dungeon. Having players roll of main stat, removing gear pieces, etc. is not teaching the player anything. Terrible design, no testing.
The final obstacle for a set dungeon, “kill all the monsters” is simply lazy as it doesn’t teach the player anything and even worse doesn’t apply to many of the builds. Some builds are big burst damage and suited for killing big clumps of mobs, some are single target built for killing the big guy, and some are made for killing all the monsters. Bad design.
There are a couple of original designs that hit close to the mark of teaching the player and giving reasonable objectives, like Marauders, but these are few and far between.
I get it and many, many players do. They wanted to create a challenge for each build that was different from simply doing GRs and bounties/rifts and was unique for each build while highlighting the strengths of the build to solve a set of puzzles (objectives). Unfortunately, for most the set dungeons, they missed the mark horribly either through terrible design, a lack of testing, or both. This is why players dislike set dungeons so much.
In my opinion, the easiest of them all is barbarian’s Immortal King set dungeon. Then necromancer’s Grace of Inarius. YMMV
Marauder with Cluster Arrow/Maelstrom, Tal Rasha, and Invoker are all pretty easy, too.
At least for Basic Journey. Mastery is harder but not too bad.
I have never played that Set dungeon, but I always had the impression that blocking was what you supposed to do there. Anybody ever tested getting a Blood Brother on the Cube and wield a Stormshield with Helm of the Rule, Justice Lantern and Sword and Board passive? That’s over 80% block rating with extra damage mitigation.
Ess of Johan or Overwhelming Desire could be a nice trick there for crowding them together. Witch Doctors can use Mass Confusion with Last Breath in the Cube for that easily. You can also drop the Yang’s and get Leonine’s to topple them at Unhallowed Set dungeon.
And it’s a bad thing, because? It supposed to be challenging and hard to brute force. It just makes you drop the initiator skill to replace it with an utility or choose the lowest damage main skill.
For example, Uliana’s Set dungeon is easier if you get rid of SSS to swap to Serenity- Instant or BoH- Zephyr to reposition; similarly, Inna’s Set dungeon is easier if you pick Enduring Ally and get rid of Dashing Strike. Those two considered hard Set dungeons in Maxroll even but I think bringing more utilities made them way easier.
That’s just emphasizing time restriction for Mastery, it doesn’t have to teach anything but practicing the efficiency of the task. They have to implement a Mastery for gating the cosmetic rewards behind a challenge.
And that’s why new dungeons are not introduced. The objectives are only followed through the guides, players are not entirely enthusiastic about deciphering the convoluted messages of a few developers.
I don’t think they have never tested anything though.
You have the “TL;DR” answer in your own words from further down in that same post:
I feel like there are at least three separate arguments to be had here. Vision, versus Implementation, versus Reception.
I have no qualms with Vision (in fact I loved Paul Bettany even before MCU, for example Priest was a criminally underrated film). If someone wants to do a thing, I generally say let them (obvious exceptions notwithstanding for things like racism or wanton destruction). Devs had a vision here, of doing what you said - forcing a player to go against their instincts and everything they’d been taught. “Challenge by Restriction.”
The Implementation of it though, was catastrophic. Achievements often require people to do weird things, but those are “optional.” (And sure, “playing a game” in the first place is usually “optional” too but I’m not here to discuss pedantry right now) Difficulty options are great, but we don’t have any scaling here. Because it’s “Challenge by Restriction” so scaling defeats the purpose.
And Reception? Well, you see that for yourself. Unironic clamoring for new Set Dungeons is few and far between. “Most people” (in terms of D3 players) really just cannot stand these things. The OP probably only posted because he wants to complete Altar, not because he actually likes the Set Dungeons themselves. I know I personally don’t find them fun! I play D3 for the power fantasy. I want to wholesale slaughter legions of demons, not pretend I’m a Jedi that must self-regulate and self-restrict “because muh Balance.”
And that, is what I think the biggest sticking point really is, at least for me. It’s tone deaf (not to be confused with DefTones ). It’s not that I dislike people exploring artistic vision, and I can excuse the occasional flub in implementation if accountability is taken for it. But as recent events have illustrated quite excruciatingly, we have ZERO accountability from Blizz on anything for multiple successive flubs.
It’s just another brick in the wall.
The easiest solution to this would have been to copy the challenge rift approach. Each set dungeon can be run by any class and you zone in with a pre-made character that will let you focus only on the tasks using skills / power levels blizzard excepts you to run at.
I don’t love the set dungeons, but I play DH so there’s a few easy ones. Reworked Nat’s is super easy, no nerfing your build necessary. Plays a bit different in that you can drop your spike traps at a distance because caltrops don’t come into play and one spike trap is enough to kill mobs outright.
Marauders is super easy and is the choice of most DH’s.
I personally enjoy Shadow as a 1 time thing a season. You can nerf your build somewhat but doing it actually make its easier to beat the timer since you can equip Yang’s and DML (can’t use HPS because it’ll ruin your kill streaks). Dismiss your follower and don’t use Companion because they might kill things before your Impale hits them.
Then just concentrate on putting your kill streaks together and after you’ve done that, you can vault around and use Multishot to kill all the mobs left.
Anyway, like I said, Shadow is quite enjoyable once you get the hang of it.