Topic: The Grinns Tale /
Keeping GD Relevent at the Endgame Advances
I like the Grinfinate dungeon as a concept. It’s a feature that encourages a player to maximize to the utmost performance of their team, the difficulty flexes to the player point in progress, and at least use to offer decent rewards for all players.
The problem is that while its the first two point makes GD very fun the first few times the novelty eventually wears out if there is no relevant rewards for players. Which is at least becoming true for players looking into T6 sets. It use to be for top end players the refine T4.5 sets made a decent alternative for almost no cost or it at least optimize certain classes i.e the Rogue dagger for the still useful sneaks and the Sardaukar hat was best in slot for the Braveface. As mention before becoming obsolete.
My solution on improving Grinfinate dungeon is to populate it with items that that would continue to be useful in the eyes of the player as the game moves forward. I have two suggestions the first one boring but practical and hopefully easy to implement. That is to populate GD with a greater chance of picking up refine t2 or t3 gear. These items are will remain useful due to how crafting works in this game and will remain useful as long as progression is through crafting and provides a fun alternative to the current resource grind metagame.
The other suggestion is a bit more inspired but difficult to implement is alternative GD with a different theme and a different focus on kinds of items is found in the place. Right now I have a few example suggestion:
The Mad Scientist Lab: Focuses on one-time booster much like the one dropped by Jack that is geared towards helping player push through difficult parts of the map or as and emergency items in other GDs.
The Apprentice Lair: May offer up minor enchantments on gears, i think people would like to be able to customize their gear a little. A few stat here or there, maybe some Proc on hit enchantments.