Dungeons are near and dear to my heart in Diablo franchise. The memories of the randomness of their layout, what you would encounter in them, where baddies would be encountered, what loot you might find, alters, goblins, puzzles, bosses - its a big part of the fantasy to get it right.
In the beta, Dungeons and Cellars looked amazing graphically, but fell short of feeling long term replayable and unique when I went in them. The biggest surprises were alters or running into the Butcher randomly - bun, but not enough. Itās a beta so I get that its not final by any stretch and you cannot give up the full game. However, I expected more diversity of experience for what is supposed to feel like all of Act I. Dungeon and cellar layouts were surprisingly bland and repetitive, mechanics and bosses felt very reused and repetitive. I completed all but 3 of them, but was reluctant to do the last three as they just were not very engaging beyond getting the affix to drop once as my only real motivation⦠which feels like a miss.
Dungeon Mechanics
- Find 1+ item, return item(s) to locked door, enter, beat boss
- Boss was repeated commonly amongst a few different ones
Cellar mechanics
- Enter, navigate the same L shape, beat boss, or open chest and beat mobs
Possible ideas for dungeon mechanics
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locked door doesnāt take to fetch items, instead, you must solve a puzzle related to mystery of story or act you are in which can RNG changeā¦
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puzzle example, door has 3-4 spinny devices with different icons on them. Each spinny device has 5 icons. You need the right combination in the right order. You must search dungeon for clues on which icons you need, clue may come from a few different solvable items, parchment, mob drop, mural on wall, whateverā¦
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No locked door, when you get to boss, itās wide open. Boss is surrounded by pylons/minions of power heās linked to. Kill pylons/minons for easier fight on boss, or kill boss while heās attached to pylons where heās much harder to kill, but you get better loot drop chances?
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No boss in final room, you arrive at final room and have to solve a puzzle for treasure.
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No boss in final room, there is a hard to kill āpostule/tumor looking thing or giant spider cocoon thingā that is going to explode in final room once you start attacking it. Now attacking - thereās a timer noise with undisclosed time remaining⦠if you fail it explodes wiping party and ending dungeon⦠sad face. If you kill it, 1 loot goblin for each player in party pops out as you release them from their prison and they all take off in different directions. Now have to chase / kill them quickly before they escape with your goodies - chaos insues as party tries to figure out which goblins to go for!
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No boss in final room, there is a hard to kill āpostule/tumor looking thing or giant spider cocoon thingā that is going to explode in final room once you start attacking it. Now attacking - thereās a timer noise with undisclosed time remaining⦠if you fail it explodes wiping party and ending dungeon⦠sad face. If you kill it, super baddie pops out - way worse than normal boss and no loot gobo like above, instead - this butcher level baddie requires maximum effort from party to deal with or - wipes party. if you kill it, bonus loots and you get a new title option or something āsucker punchedā or somethingā¦
Your options for what you encounter at the end are so potentially varied. Even the design of the dungeon elites and mobs encountered can have far more variety. The above are just off top of my head at some Diablo themed ideas.
Cellar maps as always being an L are equally repetative. Those mechanics seemed so bland. Again, Iām hoping for more variety, different map designs, and puzzles, bosses, fun events and RNG ecounters within them so they are not all the same.
Devs/designers really nailed the asthetic āfeelā but the map layouts did not feel fresh and new as I went in them, and mechanics inside the dungeons were not engaging enough to make me want to replay them. The reward encounter at the end needs to feel like a chance of something epic happening. Iām REALLY hoping our narrow view of encounter types and mechanics in the dungeons were just overly simplified for the beta where full game launch has much greater variety of experience to keep the dungeons and final rooms a guessing game of possibilities. Its part of what made original Diablo and D2 so great.
Thank you,
Tac