NMD needs a Rework

NMD is by far the most boring and tedious activity of the game.

Low rewards, feels very slow, takes too long and the only purpose is to level up glyphs by force, because if this wasn’t a requirement no one would play it.

I feel like NMD should feel like a lottery dungeon with many random cool events inside of it with good specific rewards. You never know what is inside of it, maybe you enter a dungeon full of events that drops GA items, maybe you enter a NMD full of butchers, maybe a NMD full of goblins to kill, full of jewelry powder, full of uber bosses materials, maybe a god Tier 100 one with a tormented uber boss at the end with guarantee chance to drop a resplandancy shard.

Also, Tier 100 is actually a joke, we need some real difficult content in the endgame to have a reason to push and improve our characters. Maybe some corrupted NMD that goes further into 120, 130, 140? there are a lot of monster from previous seasons they could include in there to spicy things, maybe a couple of traps as well (not many please), some labirinth or something.

I mean, the ideas are endless, but it definitely needs a rework.

There is just so much things they did in the seasons (treasure goblins rewards, traps, an entire boss, some mini dungeons layouts, monsters, materials, mechanics like the vampiric and etc). All of this content could be included as NMD variations with some cool and rewarding things to do while you level up your glyphs.

Why waste all the work from the team and put it in the trash?

2 Likes

I think dungeons in general in this game are tedious, and part of why they are so tedious is because the developers are trying to adopt this mentality. They treat dungeons like a theme park ride, or like they are designing a platformer or an arcade game. Dungeons shouldn’t have objectives or events. Dungeons are where monsters live. You go into cave. You bonk on head. You take shiny object. I do not want to have to walk around carrying a stone to a pedestal, or free tied up prisoners. I want to walk in, see a big wide open map, and have very high mob density. Don’t have objectives. The objective is already inherent, “kill monsters for loot and xp.”

3 Likes

I absolutely detest having to grind dungeons for glyph XP! Furthermore, they basically force you to do WT3 dungeons to get enough dust to craft a WT4 sigil. Blizzard please look at reworking this! Helltides and Hordes are fun, NM dungeons are not!

2 Likes

Yeah they don’t have the formula right… feels extremely tedious by the 2nd char, no matter what else is “new” in the season. It’s still puzzling why they didn’t just “turn on” glyph xp in Pits… they’re designed to overlap with NMD levels, and they’re mandatory for gearing. Weird. :person_shrugging:

Anyway, shameless plug to glyph grind alternative idea.

Yes i have mentioned this, since the nerf, i find them boring and tedious sadly. I disagree that these should be kill only. I think the structure and polish of rewards and affixes needs to be more like poe did with the necropolis, so take some creativity to the mechanics, like what we are seeing now in hordes i think something like that could be applied to sigils for NMD,
With nothing to challenge the players build since removing all the modifiers this isn’t even a mode anymore. I would rather have them back to how it was at launch then like this. Until they re-work it, but just clearing monsters idk that sounds tedious and boring also.

Lots of arpgs have a mode with modifiers, i never understood this complaint, but it needs to be more interesting than it is now i don’t even care or read them when i am just grinding glyphs becasue i rarely has a impact now until higher up but even then how high before its just becasue i am 20 plus levels above versus whatever the mods are, as is levelling glyphs is the worst task in the journey imo atm. :man_shrugging:

1 Like

So many unpaid words.

I didn’t mind them in past seasons because I actually love dungeons. This season though they don’t even drop anything. A half bag full of yellows and 3 legendaries. If there is no boss, you sometimes get no legendaries. They even still drop blues and whites. End of dungeon extra is just a sigil and two horde mode keys now.

I don’t mind going there for glyph exp as long as they’re fun.

The problem is, they’re not.

Most builds can do NMD100 before they’re 100, so you don’t need to do that many thankfully, but they do need some help.

Although I despise pits, because of the boss mechanics (although much better so far in S5), and the tedium of it, having the Pit format but getting glyph exp at the end would be better.

They should remove all of the requirements to get to the boss, and simply implement the pit boss portal instead. But make the dungeon 1 massive map where only like 33% of it needs to be cleared to spawn the boss, with events / hordes all over the place.

Then we can go and do infernal horde mini games, or mini boss events, or cursed pylons/chests or whatever.

Just make them interesting, but let us choose where to go and what to kill. Then maybe do something similar to poe maps, where we can spec in to the different event types in nmds.

Make it interesting.

But also, let us get glyph exp from IH. Really that game mode can just replace pit and nmd for me. They did a good job of fixing it since PTR, and with some minor changes it could become THE end game.

I’m level 65 still trying to play catch up with lvl sigils. 1 lvl at a time. It’s Mediocre. Also, when are whispers supposed to reward sigil dust n such?

Yeah, for sure it would feel much better with there were cool things to do inside of it instead of taking a rock from point A to point B and level up a glyph.

The problem is that Blizzard is too proud of their dungeons to let a more fun activity be used for glyph XP. At the very least double the amount of XP we get so we can move on from the tedium of this game aspect.

Yesss. I agree 100%.

They should probably somehow merge NMD with Pit…

Not sure but Glyph and NMD is right now main reasson I not looking forward for alts.

Get a lot of dust (whispers drop sigils and NMD elites drop dust.)

Once you have a lot of dust and are in the “final stretch” (say, glyphs around 15+) craft a bunch of 80+ and destroy anything that isn’t “ancestral awakening.” Dungeons will be easier than 100s and give far more glyph XP.

Also have a lot of movement speed.

It won’t make you hate them less but it will significantly decrease the amount of time you spend in them.

They should just add some traps in the NMD and add some chests at the end. The more traps you avoid the better the chests.
Or they should add some sort of glyph that scales infinitely and have the NMD go much higher in level and have some kind of vampire mob spawn if you clear the NMD fast enough.

Anyone remember when a T100 NMD was peak content?