šŸ Endless dungeon leaderboard

I propose we add a multi floored dungeon that goes deeper and deeper into hell with endless floors that gets harder and harder and put leaderboards on it to show who makes it the farthest into hell.

Would be fun to start a dungeon crawl going down 100+ floors and when you die you have to start from the very beginning

This would give those players who don’t want to play seasons a reason to grind on the eternal realm as well. And after each season is over, it would add new mechanics etc to keep things fresh and interesting.

Could have a global/region/clan/friends standing for solo duo trio etc. to see where you rank. Would give a reason to actually chase the rarest items etc in my opinion.

Thoughts?

Please like/upvote if you would like something like this or comment with any ideas you think could go well with it

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Sounds like a copypasta of PoE’s delve mechanic…. I’m in

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I tried to get into Poe but the overwhelming talent trees put me off, if they have this in their game I can see why it became so successful

Don’t need new features. Need the current ones to work.

If itemization doesn’t work, anything on top of the game is pointless.

The Secret Chicken Dungeon !

But they do need new features, the itemization isn’t something they can just change overnight and if they want to retain players who want to take the time to learn it and maximize its potential, they need something that will grab and hold players attention for lengthy periods of time dont you agree?

Wouldn’t this lead to 1 viable meta build who can clear them? Would that make the game better?

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For solo players, probably. But that would be up to them to find the balance, I’m sure for group play tho it could have some interesting outcomes

We got a glimplse of that in Diablo 3 season when groups used support builds and the fotm op dps build to destroy the highest grifts. Gaining huge amounts of xp and paragon points, the solo players had to do the same or get shafted. I’m not sure. I like the idea, but balancing that to make it fair for solo and group players sounds horrible.

They do. As Cacmeister said, it’s called Delve. It allows you to path your way through an endless area, escorting a lightsource along a track you choose to sets of rewards that you choose. The lightsource draws enemies and if you’re not within the light, enemies have massive damage resist and you rapidly go insane before losing health and dying or throw a momentary flare. It’s very engaging, difficult and enjoyable as you go deeper, and can be very rewarding.

If you find PoE progression too complex, you can follow a specific build, either posted online or made by your choice of streamer, using the Path of Building (PoB) app and leave all the character customization to someone else - which most folks do. Even longtime players take someone else’s build, then modify it slightly for themselves.

The nice thing about PoE is that there’s such an incredible amount of content at endgame and along the way, and you can choose yourself to engage in it or to ignore it; since everything is tradeable, if there’s something you want from something you don’t want to do, you can do what you enjoy and sell the things from that activity to fund buying the ones you want from others. You can entirely do only Delve, and still buy everything else you want or need.

The problem with delve though is that it takes forever to get deep, it’s not like you can just jump levels if you’re strong, and it requires a resource acquired outside of delve so you need to spend like 2x the time outside of delve compared to in it.

As for putting it in D4, very bad idea currently. This would just force all players into 1 build even more than NM100/Uber Lilith currently does.

Which is why I think they should have separate ladders for each, a solo tier, duo trio and quad

I think it’s a cool idea.
But I have one question: can we make it rogue-lite? At each floor select a new power up. (either a new skill, a new aspect, a new parangon power)
This way you also avoid the ā€œone meta buildā€ issue.

Your idea sounds like THorgast from WoW am I right?

Oh I am not a WoW player…but I heard bad things about it. So yeah, scrap it. :stuck_out_tongue:
I was more thinking of a game like Hades.

This was addressed in a few ways in recent updates. With the changes to the Atlas, you can prioritize the activities you like using a separate ā€˜skill tree’ and even completely remove the ones you don’t like. Similarly, you can increase the amount of Sulphur Deposits that spawn, and you can use Scarabs to increase it further. You can top off your Sulphur in a map or two, then go back to Delve. I’d say the ratio is closer to 1:5 or 1:10 depending on efficiency, so only 10% of the time would be spent out of Delve.

As for the depth, the starting area is decided by your level, but once you go deeper you can always continue further and further each time. Once you reach a desirable depth, you start going sideways until you want to go deeper.

I mean I like this idea sounds fun, but the questions is how do you balance that. If you listened to Joe Shelly at the camp fire. This guy is really carefull regarding such things.

I agree that balance would be more crucial but that’s beyond me to solve. I would imagine tho that having an activity like this would be able to help them see where the imbalances are a little better though correct?

I mean yeah, but then they have to react to that imbalance. So maybe 1 build is too strong and then they have to nerf it, because it’s easier for them to nerf things than to buff things and then watch what will happen in this forum. It will get lit on fire with so much rage. I mean just read the forums after the Barb fixes or nerfs whatever you call them.

It all depens on Blizz if they react accordingly to balance issues in a reasonable manner and time frame.

Again PoE did a season where the theme was a rogue-lite, it was great.

Every 8 maps you went into a side area and got boons and curses, collected a new currency and bought items that helped in just the mini game.

So an ARPG can have rogue-lite aspects within the game, separate from the main game loop.