In my view, dungeons shouldn’t be the primary focus of endgame content.
Dungeons are a core gameplay system, and their main goal should be to be fun, not just difficult. They should offer a reasonable challenge - enough that players who understand the game’s mechanics and have progressed into advanced gear can complete them without feeling like they’re banging their heads against a wall.
The truly brutal endgame challenges should exist separately: optional encounters with genuinely meaningful and long-lasting rewards.
The Arena Champion perfectly illustrates what I mean.
She’s tucked away inside a relatively straightforward dungeon. You can run that dungeon countless times, and she’s always there, waiting. Challenging you. But most players only engage her when they’re actually looking for a serious test of skill.
You prepare for that fight. You bring the right armor, weapons, food, potions, buffs - the whole package. Players rally their clanmates, call in friends, recruit that random exile who’s earned a reputation for wrecking bosses, bring their best thrall, stock up on supplies… and head in knowing they’re about to face one of the toughest fights in the game. It’s a challenge you choose to take on.
I’d love to see that philosophy expanded across the game. Every dungeon could have an optional chamber, hidden passage, sealed door, underground arena, or side boss designed specifically for players seeking a true endgame challenge.
The key word is optional.
Players who want to take the risk can step inside knowing there’s a very real chance they’ll die, lose a thrall, or fail outright. Meanwhile, the main dungeon remains challenging, rewarding, and, most importantly, fun. A place where players can casually group up, run content together, earn rewards, and enjoy the game without constantly hitting a difficulty wall.
It also preserves the natural flow of progression instead of turning dungeons into hardcore endurance tests.
And for the players who want every dungeon run to be a true hardcore challenge? Easy: just take on the optional path every single time you go in.
The presentation is just as important. Cover the entrance with piles of bones, bloodstains, abandoned gear, burning braziers… make it obvious that very few people ever make it back out. The environment itself should be warning players: “Turn back while you still can.”
And of course, reward those who do succeed with exclusive cosmetic trophies. Nothing game-breaking. Just unique decorations, trophies, or placeables that let players show off what they’ve accomplished.
After all, there should be a visible distinction between the players who skipped the toughest challenges… and the ones who earned the right to call themselves the true champions of the Exiled Lands.
What I don’t think should happen is locking core gameplay mechanics behind content that many players simply don’t enjoy because it’s frustratingly difficult.
Being able to repair legendary weapons is a fundamental game mechanic. In my opinion, it shouldn’t be gated behind a long, punishing dungeon that a lot of players will avoid. Not because they lack the skill, but because they just don’t find that kind of challenge enjoyable.
Save the toughest challenges for optional content with prestigious rewards. But core progression and essential mechanics should remain accessible to the broader player base.