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Update and Revamp Boss Rush Dungeons.

SollSoll
Mabinogi Rep: 3,330
Posts: 145
Member
in Feedback and Suggestions
This suggestion in a nutshell: Make Boss Rush dungeons the intended instance for getting materials from dungeons.

Boss rush, per design, only consists of one room. That alone fixes a lot of the issues relative to dungeons aka length, monster HP being way too bloaty, and long hallways.

Instead of requiring a 15-minute run to yield nothing, Normal dungeons could have a better yield of boss rush dungeon passes, as the incentive for players to run those to get the materials needed for gear. It also gives experienced players a reason to run those again. Add in the Huge Lucky system in place for the smoldering threads, and Boss Rush Passes that do not expire, then you let the players pile up passes and run them whenever they have the time to.

If the reward chest from Boss Rush is to be adjusted to include the 'rare' and 'new' drops, it would make dungeoneering a lot easier. Likewise with the drops designed to come from the bosses directly.

Boss rush to start with already requires the player to be able to handle the boss monsters in the dungeon, so drops wouldn't be made 'easier' to get just by making it the proper strat. Instead it'd make dungeon runs more rewarding than the current status quo, and much less time-consuming/mind-numbing for the average player to get crafting materials.

While the Dungeon system has gotten multiple revamps in the past while never really fixing the issues latent to dungeons, Boss Rush dungeons always had that framework that could make it worthwhile for players to run, just like Abyss dungeons are preferred to get smoldering thread due to their straightforward design.
mintiel