I welcome the changes recently implemented for the dungeons. I believe that this game feature has a lot of unexplored potential. I prefer to engage in battle more than anything else. It is fun, it is what, in my opinion, ML should be more about.
More specifically, I really appreciate the following:
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The reorganization of dungeons in a more consistent, predictable calendar;
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More dungeons during the weekend, when players usually have more time on their hands;
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Each dungeon is structured around a type of reward, which allows the players to focus on those dungeons bringing the resource that they need;
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Eliminating the items from the reward roulette, as they were just a little nuisance the players had to put up with. Cells for monsters, even if older or lower quality, give some sort of satisfaction.
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Rethinking the elemental dungeon difficulty according to player level. Before, the first nodes were too easy to get through.
Going forward, I would like to have even more opportunities to use my monsters in battle. I invest so much in them and really, the battle opportunities are rather limited. So, I would like to see:
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Even more difficult dungeons, perhaps with some mid-level runes and some starting battle conditions. I know that there has to be a balance between new and more advanced players. However, most of the dungeons are still very easy to go through for an advanced player.
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For more difficult dungeons, the reward could be some cells for legendary/epic non-breedable monsters, even if older. Say 25 cells of Metalhead or something similar. I am not looking for big rewards, just something that is enough to engage the player in battle.
Getting back to the initial message, thanks to the developers for rethinking this feature. I really appreciate it.