Heya, I am pretty dissatisfied with dungeons at the current moment.
To say it straight, power classes like Ranger really makes the dungeon seem kinda pointless unless I am one myself. This is why I no longer participate in SQ dungeons and Mushapocalypes with randoms, and it’s a real obstacle if I want to get cursed scrolls.
Currently, ranger is pretty much the best class to do a dungeon (And many other things, but this fact is true).
Tank classes like Knight and healing classes like Cleric do not get any gain from the dungeon and no advantages.
As a Cleric main, I will just say that I don’t like healing or reviving my teammates because all it means is that my loot goes to 0, which makes it fine if I leave them to die or leave them when they die.
However, this might be solved with this solution I’ve come up with.
Make the boss give an equal share of loot
This gives classes that do not deal tons of damage like Knight are pretty much useless to getting loot and can only be solved by grinding yet another slot that serves no purpose other than to get loot and feed your main, which I believe to be very bad for a game like Vesteria.
Low level players that are being carried by high levels will actually get something, sometimes they don’t even want to be carried because not only is their exp going away since everything dies but the loot dissapears. The only reward they’d get is the 1 mil assuming it’s the SQ dungeon.
This will also make balance between the classes. Usually I see assassins/rangers everywhere, and I feel that it’s not an illusion.
With this idea, people will be good at one thing and get the same rewards for being good at one thing.
Let us go one by one with the subclasses:
Ranger - Good at killing the boss (People would want a glass cannon in their team to deal the damage)
Assassin - Good at killing the boss but more fun and mobile
Trickster - Getting to places that other people can not (Switchstrike & disengage), bringing the monster closer to the melee peoples (I think trickster needs a rework since the purpose is quite insignificant).
Knight - Tanks the high damage monsters like the Spiderling
Beserker - AoE near the boss, buffs the people that are melee. Basically supports everyone that has to be together
Paladin - AoE near and close, slightly supports the people close or even just near the boss (like mage)
Cleric - Healer and person who revives.
Sorcerer - AoE
Warlock - Kinda like ranger but with more survivability and less damage (Should be reworked as a class)
We can make these purposes for each subclass even more relevant by making the dungeons harder.
Lets take SQ dungeon as an example.
In the SQ boss, during the intro, there should be a bunch of spiderlings that come out ALONG with the Spider Queen, meaning the spiderlings must be cleared before melee and perhaps even rangers can interfere. Giant spiderlings should come out more often so knights have to tank while beserkers can make room for the other melee classes that have to come near the boss, letting classes like assassin (which has less health) near. If a glass cannon or even a melee gets injured or dies, the Cleric can heal and revive. Tricksters can get into the front of the battle right away and maybe get in a better location with disengage. Rangers and Warlocks would be killing the boss and the Sorcerer & Paladin would be killing the spiderlings with an AoE skill.
Not everyone is fighting the Spider Queen.