Hello players, hello devs!
I thought it would be too big to be in the suggestions channel, so I will post it here together with my previous suggestions (which got tons of upvotes).
First things first , instead of them being a separate dungeon - they are now an "option" in dungeons selection menu like selecting horde/event dungeons (picture 1) - meaning that all mobs will be to the most part of your current tier and by default will include event content.
Right now the mobs in the exploration dungeons are too weak and easy.
Picture 2:
Instead of "mining" some kind of stones/skulls/e.t.c lying around the dungeon (like right now) - you will gain ore from mining special ore (the ore thing with a yellow outline) which will now collect in your ore menu before smelting to deepshards.
Monster/bosses now also drop ore, and now boss/monster fights not single mobs but hordes and are unavoidable, you cant press on without clearing the floor, fights start when you approach the mob (think tall gras in pokemon)
Picture 3:
As you descend beyond the first 2 floors - natural sunlight shining through the dungeon opening fades... and you are in complete darkness unless you use the special exploration dungeon item "Beacon light" which slightly illuminates the space around you. (However Realmshifter's passive "Realm light" will now come to use and it now affects visibility in the dungeon too)
But watch your step, there might be traps lying around which apply permanent debuffs to you (different traps: poison trap applies toxic+poisoned, explosive shrapnel trap applies burn+def- - and def-, hex trap applies cursed and randomly all elemental debuffs burn/freeze/paralyzed/rot). These effects can not be removed (think of yelbeghen towers where opening an unlucky chest will apply drakeblight to you). "Beacon light's" flame will slowly extinguish with each floor and you will need to re-use it. You can buy beacons for deepshards.
and join the discussion in the comments.


, Toxic, and Cursed.