Dungeon "keys" being a nuisance instead of useful

Instead of filling an entire inventory with various keys that really don’t make much of a difference for anything, maybe we could change it up. As an example, nightmare dungeon keys. Just drop 1. 1 that stacks and randomizes what you get. I don’t know about everyone but I never bother to even read them. I scrap most of the ones I get and when I go to do a NMD I just use whatever one I see first. They are more of an annoyance than anything currently. The same could be done similarly for Rootholds, compasses, ect. But mainly for NMD.

Another thing I thought of was make Roothold keys look way different than NMD keys. I go thru when the tab is full and trash everything but compasses because they all look so similar. But I enjoy the root holds and dont want to trash them just yet!

16 Likes

Keep pushing…
Another QoL to the limbo…

compass do stack now, would be nice if they had different icon to indicate if they are 6, 8, 10 wave visually, I like the idea of NMD being one token and just random, I only been doing more NMD cause compass been more rare, to get masterwork material + potential of seasonal alter.

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I always keep three of each…for no real reason

Except for the Nahantu ones which all get trashed, the dungeons are nice but too damned long.

I definitely support getting rid of them, just implement a system to keep people from spamming the same one over and over.

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Nahantu is defiantly nice if you want to get ton of mastworking material and willing to deal with a larger dungeon cause of it. Else I do the same thing and ignore them for most part.

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I trash all Nahantu ones as well.

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Compasses now stack so that’s a start. The NMD keys should do the same but it’s not a huge deal to me because I only run the ones that have the XP boost… and since 80% of key drops are Gold bonus I just salvage those.

I agree. For compasses I was thinking just have one as well. See if you get 4 or 10 waves. I guess it is nice now to pick depending on how much time you have but I really only ever do the 10s. If I am low on time ill do helltides or the seasonal zone. Or just make 'em all 10 wave. The only time I look at NMD keys is leveling 1-60 for exp buff ones. After that I don’t bother.

The exact dungeon could be randomized and I couldn’t care less, as long as there are less backtracking in dungeons and maybe more monsters and materials from drops. The exact dungeon I run is not as important as it was before.

As such, all they could do is stack keys according to their bonuses (gold, exp) and then negative afflictions. I doubt there would be more than 16 types of keys. Or simply let us select one negative affliction to remove from the list (e.g. barrier…), and randomize it.

Or they could scrap the whole nightmare dungeon key system entirely. Nothing nightmarish about them anymore.

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It would be great if they didn’t have 6, 8, and 10 variants. Just make them all 10.

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Dont like this idea. Sometimes you want a 6 or 8. Six when you are first starting and just want scrolls or fast gear. 8 when you want obdulcite but you dont think you can last 10 rounds with ur 4 lives and currrent survivability. 10 when u are op AF!

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I would suggest 1 key for each region that modyfies all NMD, we can chose one dungeon after using specific key. Stackable and consumable ofc.

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I’d vote to do away with “Physical” NMD keys dropping in the world altogether.

  • Drop only Sigil Dust.
  • Craft NMD Keys as desired
  • Salvage 1:1 or at most -10% to mildly mitigate fishing, the ones you don’t want.
    (Whatever -X% salvage penalty ratio, just threw -10% out there… if it even matters anymore as NMDs are no longer the relevant ‘Task’ they once were.)
  • Possibly introduce a bit of Player Agency: Regional Crafting option vs 100% random/global.
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That’s easy to fix, just make it so if you fail the 4 times you’re done with the remaining waves, and forfeit the council fight. You just get 1 chest to use and be on your way. You can also opt to end the encounter early, to achieve the same ending.

If you’re having trouble with them, there’s a difficulty slider.

I’ve never wanted to run a 6, ever. And only do 8’s if I have no 10s around.

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They could just make NMs work like Undercity Tributes ( without the physical tribute item ). You pay in dust ( like pit ) to access the dungeon, but you can pay extra dust for modifiers that give you rewards with a downside attached; like 30% gold drops but you have poison enchanted. Give players like 3 they can add to a run.

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I said this back in season 6 when they did the change. I still stand by it as well.

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I would rather that they:

  • Offer specific map type keys that stack according to what modifiers they have. They can then open random dungeons, or maybe limit them to map region at least, rather than by every dungeon in the game.

  • Have an option to combine keys to make a higher reward/challenging version rather than salvage and craft. But then having the option to salvage and craft isn’t the end of the world either for this aspect.

True story:

Earlier today I went to Torment 1 finally. Once there, I went in and salvaged all the dungeon keys. Every single one.

Figured why bother with those, now that I’m in Torment. And they drop pretty regularly anyway.

I haven’t even been bothering with tempering, re-rolling stats, or even putting things into sockets till now. You upgrade gear so fast its pointless.

Not sure how I feel about the increased loot gain. I daresay is as heavy if not more heavy than D3’s loot gains… And that’s saying something.

*shrug

NM dungeones …well, how the tables have turned, from challenging dungeons with many variable affixes and different effects, also with interactions inside.
They are now dumbed to 2min speed run, something I would not call a dungeon in RPG.
Well thats what community wanted, some affixes were too hard - get rid of em, clicking on switches in middle zone and having a tough fight there was boring for them. Getting aspect for your 1st time clearence? Completly irrelevant now! This could be easily removed…in fact noone would notice if you removed them from map…since players were also lazy to walk/ride in open world so they demanded to port near them…ehm, ehm straight inside them :smiley: … I liked previous state much more :frowning:
Devs just make these players another obelisk in town where they can pick any ehm “dungeon” with any affix they want and get rid of these keys…you know you want to and it’s heading there anyway.
I lost an incentive to run these even tho obductide drops there…so I just destroy them bah.
EDIT> Also crafting keys? haahah get rid of that priority quest also, you destroyed original game core, not a single person craft keys anymore. Get a rid of the dust for crafting…
This was relevant in vanilla where they meant something, i destroyed ones I disliked for my toon and made a new ones…oh it feels like a distant memory now…was it really in game? :smiley: Well i liked it.

Could work, neat idea. But I think they want players to not be able to just spam the same dungeon over and over. To invite variety.

Assuming they want to keep that (personally I think they should) it is probably better to do the previous suggestion - stop dropping keys everywhere and just let people craft them.

Then again, in this case it wouldn’t be much different than if you just salvage them all and only craft some when you want to do them.

This was bugging me, but only really because I’m a hoarder and thought I should keep 1 key per dungeon. Just in case I see a whisper in one. But really, it only takes seconds to just salvage them if you don’t want them. So I don’t think it’s a big issue either way.

Dissagree. There’s some people that don’t want to stay so much time killing mobs, so to have option of 6, 8 or 10 is good. For me. But they should stack big number, ie 500 or 1000…

Regarding dungeons, they simply are getting unused… :smirk: :unamused: :zipper_mouth_face: