Just my opinion on an opportunity for Devs to pivot from “restrictive hot-fix” to a fun update focused on making our dungeon running experiences more enjoyable. I know the team is aware of most of these issues, and maybe they are planning to work on them or implement them now that item requirements are done. Each step is a process, and we all need to be patient.
With that said, here are the items that would certainly make the game less frustrating and a heck of a lot more fun (updated with #leaks for next patch):
Dungeons too large, boss rooms not fun, hard to find level 10-20 dungeons, time warrior whirlwind, time warrior taunt, angry mob quest, soul drain, exp group penalties, pocket watch exp transfer…
Dungeons too Large: https://forum.bigtime.gg/t/den-outpost-dungeons-too-big
Next Update: Dungeon length shortened
Pefect Boss Room: https://forum.bigtime.gg/t/perfect-boss-room-in-my-opinion
Most Important to Fix Next Update
Level 10-20 Dungeon Gap: https://forum.bigtime.gg/t/dusky-forest-to-level-10-20-dungeons-to-fill-leveling-gap
Item Level Requirements: https://forum.bigtime.gg/t/level-requirements-for-high-level-items-only
Next Update: Easing of Item Level Requirements (5 level range)
Time Warrior Whirlwind: https://forum.bigtime.gg/t/tw-whirlwind-seems-broken-would-love-some-feedback-from-devs
Next Update: Whirlwind scales with STR
Time Warrior Taunt: https://forum.bigtime.gg/t/time-warrior-taunt-needs-to-be-adjusted-please
Next Update: Aggro being investigated, cool enhanced taunt mechanics in a future update
Angry Mobs Quest: No one likes it, but we understand the reason was to prevent speed running. Problem is this quest is triggering for all groups, even when they are moving together and killing mobs as intended. I have a solution for this though. Only make them angry if we aggro more than 20% of the mobs we killed. If we killed 100 mobs to get to the boss room, 20 or less could still be aggro and it would not trigger the angry mobs mission. This could also be a static number, simple example: If angry mobs < 20 then skip angry mobs mission.
Soul Drain: Think about replacing it with a new mission.
Next Update: Soul drain fixes. Won’t show up as the second objective, and other fixes
XP Penalties for Level Disparities: If a player is too high level above or below you, the experience reward is greatly reduced, making it hard to find groups and level up. Only way to compensate is to do higher level dungeons that drop items you cannot wear. Creative solution that doesn’t penalize level gaps in groups is needed.
Next Update: Small improvement to XP rules for grouping
Pocket Watch EXP Transfer: https://forum.bigtime.gg/t/leveling-up-new-pocket-watches-from-scratch
Future Update: There’s a cool way to benefit from pocketwatches you are upgrading
Pocket Watch RNG Rank Reqs: https://forum.bigtime.gg/t/pocket-watch-rank-requirements
Artifact Fragments on Boss Mobs: https://forum.bigtime.gg/t/killing-fauna-for-artifacts-kills-gameplay
Next Update: Work on increasing the coolness of artifact fragments and chest rewards, lots more to do
Low Level Loot is Bad: https://forum.bigtime.gg/t/low-level-loot-is-bad
Fix Player and Enemy Scaling Issue: https://forum.bigtime.gg/t/scaling-issue-players-and-enemies-dont-scale-properly
Dungeon Level Ranges Too Wide: https://forum.bigtime.gg/t/dungeon-level-ranges-are-too-wide
All Players wanting to Max Intelligence: https://forum.bigtime.gg/t/every-class-wanting-to-max-intelligence
Next Update: Fixer - healing scaling on wisdom + some other attribute ability scaling fixes
Future Update: Shadowblade skills scaling with Dexterity
Even just the top few things on the list would make a huge impact to the quality of the dungeon running experience and make it more fun for everyone.