I think dungeoneering does need some updating, it feels like it hasn't been touched since Divination came out. I don't mind not being able to use invention in there, it would be kind of a mess with how random that skill is inherently that you probably wouldn't be able to get the right components to do anything, and with loot generally not lasting beyond the floor it doesn't seem all that worth it either.
I would mostly opt for bug fixes. Node spawning behaviour for instance, for some reason I can't get mage armour plants to spawn of higher tier than Salve nettles even though I'm 99 crafting and 111 farming, while other resources spawn just fine on high tiers. Or stuff like trees or summoning obelisks being blocked by furniture, leaving them inaccessible. And the Luminescent Icefiend being prone to bug abuse with familiar damage bypassing its immunity (I sometimes forget to dismiss my familiar there, every time I realise it during the fight I fear getting banned for bug abuse).
And a rebalancing of the floors themselves. With Regenerate now a thing as opposed to when this skill came out, food seems largely redundant. You heal more in between combat from Regenerate than you ever take in damage, and most mons go down right before you get to the adrenaline level that you can start to use thresholds. Armour also seems somewhat redundant. Most mons just don't hit hard enough and go down so fast it's not necessary. And the bosses often feel a bit too easy. Some are harder like Blink, but there are a lot like Rammernaut or Hope Devourer that are just like "enter room, click boss, and five seconds later the boss is dead". I often kill Rammernaut before he even has a chance to reach me, it doesn't feel like a boss fight at all. Lexicus Runewright is another one, I tried going for the achievement that has you activate a portent of restoration and I literally stood in his boss room for several minutes not fighting back and he still couldn't damage me enough.
Bob
08-Sep-2021 19:35:54