So this is something I’ve been pondering for a little bit, and I decided I’m gonna give my thoughts on Dungeon Quest.
How it Started
Dungeon Quest is a Roblox game that released in 2019 I think? It started out with 2 dungeons: Desert Temple and Winter Outpost. These 2 dungeons were different from all that would come after.
The Problem With Classes
In Dungeon Quest, there are 4 main classes. Warrior, Mage, Healer, and Tank. The Warrior class does their main dps from slashing enemies, the mage gets most of their damage from using spells, the healer focuses on healing players while doing minimal damage, and the tank taunts enemies to take most of the damage so the dps can attack. In theory. That’s nothing how it is in practicality.
Issues with Warrior
You see, like I said, the game is very unbalanced. Warriors don’t actually get their damage from M1s like they’re intended to, because their slash damage is just not scaled well at all. Hell, on the newer dungeons, your M1 would take several minutes to kill an enemy (and the dungeons are timed.) Instead, later dungeons basically force warriors to use spells, just like mages. And at that point, warriors and mages are practically just carbon copies of one another, all that’s different is the visuals.
Issues with Healer
Yet another result of bad scaling resulted in healer’s being obsolete. Sort of. Mages were originally intended to have the same armor sets and weapons as mages, with most of their skill points being put into spell power (since that’s what healing spells get their power boosted from) to be pretty much just like mages but with no damaging spell. This means that they would have to dodge well, since they would have just as little health as mages. In actuality, nobody actually does this. Instead, every “healer” is a hybrid tank-healer. Bad scaling made you need no mage armor at all, or even skill points put into spell power, and you could get all the healing you needed with just your wand. Guardian armor (for tanks) and putting all of your skill points into HP is the meta instead, allowing healers to act as a tank and a healer at the same time.
Issues with Tank
First off, tank spells are just garbage. You might even completely miss them, but yes, there are tank abilities. Basically they taunt the enemy or give yourself a big damage resistance for a while, sometimes scaling with health points. But like, why would you use this when you could have a taunt and healing spell at the same time? There’s no point, so these players just become tank-healers instead.
Issues with Mage
Mages, on all dungeons basically past Pirate Island, are the same as warriors, but better. Mages are the slightly better class because of their ability to heal themselves without switching weapons. This is the only advantage to having mage however. Warrior and Mage should’ve been diverse enough to have pros and cons that would make them situational and better, but at the end of the day it really just comes down to which class you have the better gear for. Really missed opportunity to make them each unique.
The Grind
On all dungeons after Winter Outpost, they all start to become the same thing. Only slightly new enemies, different minibosses/bosses, and new loot. the Insane difficulty gives tier 1 armor and different weapons with slight variation in damage. Nightmare difficulty gives tier 2 armor and tier 2 weapons, but also tier 3 weapons (or pseudo-legendaries), tier 3 armor (rare but never technically legendary), and 2 legendary weapons. Each legendary has a whopping 1/500 chance to get per reward slot. You can get extra reward slots by doing nightmare, or being P2W. I’m not sure what the chances for T3 armor is, but they are also very grindy to get. Essentially at this point you just keep grinding dungeons to level up, each taking longer to progress through. Nothing is unique at this point, and only abilities and attack patterns change. Oh and the best part is, NONE OF IT IS RANDOMIZED!!!
Instead of being good game devs and making randomly generated rooms to make each dungeon similar but slightly different, they’re all the same. Dungeon, after Dungeon, after Dungeon. The 1 other dungeon crawler game I’ve played before still did this (MC Dungeons.) Yeah they have more time and devs but come on, with each dungeon taking half a year, don’t you think they could just make a system to have randomly generated dungeons to make the game somewhat enjoyable??
Boss Raids
What does this even exist for? To have a small respite in the torturous cycle of grinding dungeons? Instead of grinding dungeons for this, you instead get a key from the previous dungeon. This key is then used to start a raid in the level 100 lobby. If you win, you get a higher level key and loot (although there wasn’t a 100% chance for loot upon release.) These go up to T30, and depending on what raid you start you can also get different legendaries, although I think the difference is only visual. Then they added the nature raid (I forgot what it’s called.) IT WAS ACTUALLY SO BROKEN. The AoE the bosses got was TERRIBLE and it was basically a 90% chance to lose your T30 key unless you had really good players in your raid. Nobody liked this. Even TanqR, one of the game’s most popular players and youtubers, finally left the game about when raids were added. I don’t know exactly why since I don’t watch him, but I guess he noticed the cycle of unoriginality and copy and pasting.
Very Unnecessary Numbers
Yet another result of imbalance and bad scaling (I could go on about this but I think this will be the last section talking about that), the numbers in this game are seriously just too high. At the higher levels, you’ll be doing Billions, Trillions, and Quadrillions of damage. Your game is terrible if you somehow didn’t care to scale stuff at all to the point where you’re getting to those digits. Here’s 1 quadrillion visualized for you btw: 1,000,000,000,000. What’s the point of using that number? Why couldn’t the numbers just be smaller at first. My brother, who also played dungeon crawlers like Diablo (I haven’t played it myself) commented on how it’s bad game design and those sorts of numbers shouldn’t be getting much higher than 10,000. Even my little experience of dungeon crawler games that I got from MC Dungeons confirms this.
Gold
Gold is something that you need to upgrade weapons and armor. You get gold from selling gear and completing dungeons. As you get higher level, you need increasingly more and more gold to upgrade items, so much so that it basically becomes impossible on your own and you need to spend hours grinding to get enough gold to upgrade just a few items. And the best part: you can’t trade it. Early on, the developers didn’t add the ability to put gold in trades because they said that you could just trade garbage items to sell for gold. BUT WE’RE MUCH PAST THAT. Seriously, you can only fit like, 14 items in a trade? Most items barely sell for any gold, so only max upgraded weapons sell for even a decent amount of gold. And upgrading weapons to trade as gold is very inefficient. It costs like 5x as much gold to upgrade as you get from selling, so to trade gold you just have to have loads stockpiled in older gear.
New Dungeon Release (Hell)
New dungeons are supposedly tested to make sure they’re possible. Yeah right. Let me sum up how release of new dungeons go:
- Dungeon is literally impossible
- Exploiters use auto farm scripts to get new loot
- Loot is then pawned off to people who don’t have exploits and cannot beat the dungeon
- People use exploited gear to beat the dungeon legit, then usually hoard the rest of the gear for themselves or sell it for outrageous prices.
or
- Dungeon is literally impossible
- Groups of no-lifes (yes there are somehow people who are even more no-life than me) who have the absolute best gear from the previous dungeon and are at least 30 levels above the new dungeon will do small groups to try and learn the mechanics. And 30 levels above the newest dungeon is, for lack of a better word, insane. For comparison, I’ve only gotten 10 levels above the current dungeon, and even that took a while. Exp needed increases exponentially while the exp you get does not. These people probably grind at least 8 hours a day to get to this level by the next dungeon
- Small groups of players who have no-life levels can barely manage to beat dungeons and get new loot
- These groups will go onto nightmare, and nightmare hardcore. They will probably get the best loot and keep most of it to themselves or once again sell it for crazy high prices to get quick cash for stuff that actually has no value.
then
- Large, public groups will try to attempt the dungeon, to little avail.
- Sometimes, nice high-levels who have gotten nightmare loot will come help on insane runs. Good luck though, they’re usually too greedy and will stick to nightmare, or leave if not immediately invited because they are snobs with the attention span of a fly.
- Eventually, daily rewards are added for the newest dungeon, and everybody has a chance to get loot.
- People now do public lobbies, but basically everybody is doing unnecessary and outlandish requirements because the hosts of these basically believe that they are entitled to anything and everything, and will also usually break their own rules. All they care about is max efficiency and themselves. Your dps is just 5 trillion below the requirements? (like 0.5% for comparison) tough luck. blacklisted.
This could have an entire rant on it’s own tbh.
Now finally, the god awful, worst part of this game.
Potential (Pot)
Not every legendary is the same. Not every armor is the same. This is for obvious reasons. It’s a good thing for some numbers to be random, and some items to be better than others. But this. This makes the game absolute hell. You just got a legendary item with a 1/500 chance? Cool well RN Jesus didn’t have mercy on you and it has worse potential than a pseudo. In the trading scene, potential means how good an item can be when max. Rougly, this is (Base Power)+(Upgrades)*10. Every item can be good or bad, just depending on how lucky you are. Your legendary could be godly, or it could be so bad that even your purple pseudo is better. This just makes the game thrice as grindy. You not only have to grind for a legendary and purple T3 set, but a good one as well. This whole section doesn’t seem like that much of a big deal, but in the lategame you’d understand what I mean.