2 weeks ago a new user named @Faffy made his/her first appearance in the forums. The user posted a collection of random suggestions where a very interesting point was made in one of them:
Does it make sense to have Nightmare Sigils after Season 6?

https://imgur.com/rJ9O9l7
With Season 6, Nightmare Dungeons (NMDs) turned into Obducite farming areas, which I think was no bad decision. This led to some changes for Nightmare Sigils:
- The Nightmare Sigils no longer have a tier or level to choose like with the Pit.
- The whole Occultist crafting tab has a single panel left to click.
- The number of dungeon affixes is drastically reduced for each sigil.
There is no sigil that makes the player like “wow, this is an interesting one”. Overall, the difference from one sigil to the next is neglectible, yet these things still drop regularely to be collected and to clutter the inventory for keys quite a bit. Do we want to have multiple of these items in our inventory or even in the stash? I dont think so.
Perhaps the devs are aware of this and improvements are planned sooner or later anyway. But here I wish they would not repeat the Horde Sigil treatment. I argue that the benefit of improving the key system may be too small. On the other hand, removing NMD keys entirely can open more interesting doors:
The Helltide Treatment for NMDs
Original Suggestion by Faffy
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Remove Sigil keys. Starting T1, every x amount of time should randomize x amount of dungeons on the map to be nightmare. If you start a dungeon before the refresh, you get to finish that dungeon.
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You should be able to teleport to available nightmare dungeons from the map.
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Modifiers are also randomized.
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every dungeon should have a listed boss reward: Rings, boots, weapon, boss mats ect; After downing the boss, all loot from boss is targeted gear from listed reward. Can help target farm gear you want to upgrade.
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You get whisper exp after every dungeon completion.
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Dungeon tier with-in Torment lvls. As you progress through the pit, reaching certain pit tiers this will also unlock dungeon tiers for that torment level, 3 tiers per torment? Tiers will increase enemy health/damage/exp and NMD completion exp equivalent to pit level unlock. I need something else besides the pit for P300 grind.
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Make maps bigger and more randomized layout, make base game dungeons format to DLC dungeons.
-New region needs spirit realm dungeon, very much enjoyed the aesthetic.
-More Dungeon Boss variety is needed.
The devs want us to make use of all the content that is available. Ideally, the player should experience constant variation when doing things, so playing doesnt get boring. Coincidally, the system allowing NMDs to offer exactly this experience can already be found ingame, while looking at Helltide maps.

https://imgur.com/Gtfn9ru
How it works:
- A set of 20+ different Nightmare Dungeons spawns randomly on the map, similar to Whispers. No sigil required. Rotation should change after some time.
- The dungeons modifiers (former sigil affixes) are also randomised and can be seen on the map.
These first points wouldnt function any different with keys, but it is more user-friendly to select them without a key. Now to the creative part:
- Each Dungeon is assigned with a random loot type that will drop way better. This is the equivalent to Tortured Gifts from Helltide.
Example: Dungeon icon with helmet symbol - Bosses drop head equipment only while everything else like chests & enemies have a very high chance. - Defeating the boss rewards Grim Favors for the tree.
- Defeating the boss will also open another floor and so do the following bosses. This allows the player to loot another round of helmets or whatever.
But there has to be a catch to make the floors interesting to (re)play. I suggest that with each floor…
- …another (hidden) negative dungeon modifier will be added. Imagine it to get quite busy if a player manages to reach floor 10 with Stormbanes Wrath, Drifting Shade, Volcanic, Monster Enrage and so on.
- …the amount of exp is increased. I am not entirely sure about this as the overall package is already very attractive.
- …the chance to meet the Butcher or other special guests will rise.
- …the dungeon maps will increase in size and have a more randomised layout (megadungeons).
Additional thoughts
Since this proposal reuses existing content, the devs shouldnt have a hard time implementing all of this. But in the end, this suggestion may offer solutions to several requests the community has made since launch.
There is a lot in store like endless target farming (also for Obducite), difficulty through crazyness, random megadungeons with many events, and I can imagine that there is a use case for leaderboards as well.
What I like about this ideas is, that the content feels not forced.
- If players want to stay in a specific dungeon because of enemy types, environment, layout etc, then the next floor is the way to go.
- No timer. A dungeon should stay open until the player decides to close it, but you can only visit it for one run in this rotation.
- I am against higher dropchances per floor, so that skipping to the final boss is not enforced for loot hunting. Keep chill and explore the dungeon.
- There are hundreds of dungeons in the game that are now back on the menu. If a dungeon selection fails to impress the player, then the next rotation is worth a look on the map.
A lot ideas are to have when thinking about special dungeons. What do you think?