At first, a player will run a dungeon for the experience: a though challenge that feels great to overcome. But after some runs, this motivation will fade and the player needs another one. Grand rewards in the end can motivate players to face the most seemingly impossible challenges, just to get that treasure.
This mindset can be transfered to Neverwinter and the Module 6 dungeons. They are a hard challenge and it felt great at the beginning to complete the dungeons. However, after that motivation faded, the way towards getting elven gear or just the daily dungeon became a tedius grind with an unnecessary and hindering difficulty.
Personally, i think providing a challenge to the players is good, but not without appropriate rewards. (However, some attacks and mobs in dunegons have to be nerved
)
1. Additional T1 Chest:
Adding rp drops to the additional chests in T1s was a step in the right direction. But from a player side, nooone would spend the 10k/20k astral diamonds and the campaign resources on a key, just to get 5/10k rp. Even the AD of Dunegon Delve event and the AD from salvaging the gear makes this trade not worthwile. A player would only spend a key, if the chest contains an artifact or boon book.
Therefore the additional chest should have more rewards in the form of, for example, RP, Enchantment Shards or Marks.
2. RP rewards:
Looking at the previus point, i can only ask myself why the normal dungeon chest doesn't contain rp. Such a change would award players who play the game with RP, not those who farm AD on multiple ALTs and buy RP off the AH or those who mindlessly slaughter mobs to get RP from their DHE. This could be the fix to the refinement system and by keeping the numbers low but rewarding, the change shouldn't make getting legendary artifacts too quick.
1k-2.5k RP for T1 is, in my opionion, appropriate and would help the players who just got their Artifact MH/OH to get it up to rare.
5-10k RP in T2 chests gives and incentive to consistantly run those dungeons and helps the better geared players to get their 4 pieces of artifact equipment to epic and beyond much faster.
3. Rare/Unique rewards to farm a dungeon for:
Apart from general rewards a player would get by running dungeons, there also have to be more rare drops.
Rare RNG-based drops that significantly increased someone's power provide enough motivation to run a dungeon until you get it. Depending on the drop%, this process can take up to 100 runs, which a player is still willing to run. However the proportion between power and drop% has to be right. In my case, i'm farming eLOL to obtain the artifact. This reward is a step in the right direction, but since not every player needs a T1 artifact, there have to be more rare rewards for T1s and generally rare rewards for T2s.
Adding more rare drops to T1/T2s is another motivation to farm those dungeons. However i currently don't have any ideas besindes artifacts for some of that loot, so comments are appreciated.
That's all my feedback for now, but i might add more if i get ideas from some comments.
-Eregerog
Comments
Goal shouldn't be to make players run the dungeons hundreds of times to get that 0.01% drop...
Additionally, hearlds have currently quite some problems:
-instane lags
-you are dependant to have more than 30 players in one instance
-luck(500-15000 RP per run)
-only appear once per hour, therefore 50mins are wasted not getting rp
All in all this makes the heralds a semi-effective but annoying way to get RP, in a game, where we have to refine 4 artifacts and 4 pieces of artifact equipment.