Escalating NMDs Feedback

Starting off, I cant tell if there’s some design constraints on the seasonal/activities teams, or there’s a general lack of creativity, but its a constant theme of recycling already designed content into just another mold.

Anyway, things Ive noticed running Escalating NMDs:

  1. What is the actual purpose of Escalating NMDs?
  • I dont understand what the point of these. They aren’t challenging, the rewards are not quite worth the time investment, there’s very little player choice outside of the first sigil you choose, and they don’t differentiate themselves at all. They feel like a mix of rootholds/undercity slammed into NMDs. Leaning into a progressively challenging/rewarding activity is what players are looking for, since endgame currently has no depth or challenge outside of dps-checking your build in pits. Everything else is just speedfarm content.

Some suggestions:
-Make each progressive dungeon significantly harder than the previous.
-When clicking the shrine to go to the next dungeon, give players a selection of various reward options they can pick one of to their affix pool, which also will add another set of negative affixes as well.
-Why is are the NMDs limited to 3 floors? Let players choose when they finish one to either go to the next (pick more rewards/make it harder) or go to the boss (kill and get the rewards). If players can only do 2 floors let them go to the boss and get their rewards, if players feel like they can keep delving deeper and piling on the difficulty and rewards, let them.

  1. Sigil Key Bloat
    -Adding more items to an already limited inventory tab for sigil keys seems like a its just going to clutter up peoples inventory. Also, why even have different keys for regular and escalating NMDs.

Suggestion:
-Let players upgrade whatever regular NMDs keys they to escalating keys at the occultist. This lets players choose what starting dungeon they want to run (theres a lot of dungeons players hate running and getting those keys as the escalating key feels really bad), and it removes inventory bloat of multiple different keys now.

  1. Horadric Strongrooms
    -Why do these exist? They aren’t rewarding/fun and an overall distraction from completing the dungeon in the first place. Not to mention they are just a copy paste of undercity + hordes spires.

I think qualifying what “Harder” means in Diablo 4 is really the important takeaway here.

Currently, it just means adding timers for a DPS race, having to max Movement Speed, or increasing enemy HP. Past a certain point, enemy damage has to be capped since Defense and Combat mechanics are relatively shallow. Introduce 1 shots? Nope.

So , how do you make things more challenging in a fun way? How can you ensure incremental challenge progression when power creep is totally non linear?