We've received quite a lot of attention over the past couple days in regards to the Patch 1.0.9 Preview, especially the new random dungeon feature. We'd like to talk a little more about how we plan to implement this feature and what type of things players can expect from it in the future.
Gamers love competition, wether it be between other gamers or even on a personal level by challenging themselves. It’s always been this way, it’s
We think this will prove to be a better system then the type of character levelling ladder everyone is familiar with. Instead of taking the same route every single time to compete for the top position people will get to experience new dungeons every single week thanks to randomization providing endless amounts of content. We'll also be looking at adding some miscellaneous items such as a special banner, unique dyes, and other cosmetic items (providing players no advantages, besides looking good!) to the top weekly players of each class. Don't worry we aren't forgetting about everyone else. Other players can also earn special rewards by reaching certain Dungeon Score break points, rewards which will given out on a class by class basis. In order to earn rewards for a specific class you must reach the required Dungeon Score that week by playing that class.
With our effort to promote in game exploration we’ll also be adding a similar feature to the Nephalem Valor bonus players are awarded for killing elite and champion packs. These new Dungeon Valor bonuses will give 5% extra Dungeon Score rating per stack and are earned only by completing dungeons. These buffs last the entire duration of the current game, persists through death, don't reset on skill tree changes, and stack with other Dungeon Valor buffs up to three times for maximum bonus of 15%. We think this will provide enough incentive to explore an entire Act.
As we mentioned in our Patch 1.0.9 Preview we'll also be introducing a new type of chest found only within these random dungeons. These chests have an increased chance to drop legendary items and new Blacksmith, Jeweller, and Mystic plans. Chances are increased based on both the current Monster Power level and the amount of Dungeon Valor buffs present at the time of opening them. In order for a chest to spawn players must defeat every elite and champion pack in the current dungeon, as well as the special dungeon boss present at the end of each dungeon.
In order to combat players from abusing invites to other players in order to open the final chests there will also be a requirement we haven't yet decided on. Things being considered are requirements such as being present at the time of entering of the dungeon similar to a boss fight, requiring three Dungeon Valor stacks, or being present for all elite kills inside said dungeon. We'd love to hear your feed back on this issue as we feel it's important to get right and not let it become exploited later on down the road.
Other things we're in the process of deciding on now is just how Dungeon Score rating will be calculated, right now in our current build it's being calculated by:
- End chests opened (completion bonus)
- Elites/Champions slain
- Number of deaths inside each dungeon (score is docked every death)
- and Dungeon Valor stack bonuses
We think this is a feature that will provide our player base with endless amounts of content. As players upgrade gear, explore new builds, and group with other players they'll find new ways of competing for the top Dungeon Score rating. Be sure you provide your feedback on this new feature as we work closer to the release of patch 1.0.9.
I woke up a moment later, of course it was only a dream...