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The concept of abyss dungeons is pretty unique to this day, and holds better than the endless hallways of the older dungeons. With only Peaca and Coill having abyss dungeons (with rewards that have honestly grown obsolete), here's a few suggestions to make them better:
- Instead of adding equipment that is barely usable, add appearance scroll versions of those weapons in the chest rewards, plus themed equipment and cloth patterns.
Additionally, expand on the number of abyss dungeons there are;
Each of those dungeons would be themed accordingly and give out appearance scrolls and fashion as their main gimmick. For instance:
Rundal: Mermaid-themed dungeon, Blue merrow as boss.
- Mermaid-themed weapon appearances, and weapons themselves.
Alby: Web / Spider themed dungeon, either a buffed up arachne or a drider (spider-taur) boss.
- Web / witch themed things
Ciar: Stone-based dungeon, Golems and living stone (similar to the karu /maiz mobs, or par ruins, but with stone instead of ice)
- stone-based appearance scrolls and equipment
Rabbie: Succubi bosses without their hat, that isn't the queen?
Fiodh: nature-based dungeon, similar to mag mell
- nature-themed weapon appearance scrolls and equipment
Barri: Mineral-themed dungeon; a boss that can be mined after its death? a big hunk of sentient minerals?
- gem-based appearance scrolls and equipment
*All of these bosses would also have unique mechanics to them; Merrow could have a Dive attack, for example.
The passes would be easier to get as well; either handicrafted with an item relative to the dungeon theme (cobweb, any ore, tree branch, etc...) or bought straight-up from the poulnabrone researcher. They would all also drop scrolls to convert abyss weapons to appearance scrolls, similar to the fsn conversion items. That way items like sephirot xbow and duke rapier can also benefit from this update.
its short length would mean those items wouldn't necessarily be rare either as drops; they'd be more f2p equipment any player can get just for fashion purposes.
different difficulties could also be implemented to separate the pool of items (patterns/weapons/accessories/app scrolls for instance) that would be unique to the abyss version of the dungeon. The bosses could also differ; Rundal having a mini-whale as boss at its easier levels for instance.
it would give more incentive to run those dungeons in the long run.