Currently, there are two major groups of dungeon players: Random dungeons and Daily Pledges.
In addition to that, we have several levels of dungeon difficulty. Yes, several levels. It goes something like this (just my subjective feeling):
* Normal Base Game Dungeons
* Normal Early DLC Dungeons
* Veteran Base Game Dungeons
* Normal DLC Dungeons
* Veteran Early DLC Dungeons
* Veteran DLC Dungeons
By "Early DLC Dungeons" I mean dungeons like ICP, WGT, RoM, CoS. These are generally way easier than newer DLC dungeons.
First, I believe the Random Dungeons should be "removed" in their current form. Their main purpose is the daily XP bonus. I also argue they are not random at all!
* They are often done by low level players. Which means there's a higher chance to get the early base game dungeon rather than DLC ones.
* They are often done by players who don't own DLC dungeons, so you are less likely to get a DLC dungeon.
The chance for a player to experience all dungeons equally is therefore very affected. By doing it every day it's very likely some dungeons will be repeated more often than others. This is not a true randomness.
On the other hand, we have the Daily Pledges. These have their own unique rewards. There are always 3 quests, which means 3 different dungeons every day, and they rotate - it's guaranteed you won't get the same dungeons again the next day.
I propose the following:
* Remove random dungeons.
* Move the Pledges into "Random Dungeon Finder".
* There will be option to queue for one of the 3 dungeons on Normal/Veteran.
* The first time you do a Normal/Veteran you get the bonus xp, transmute stones, a piece of gear from the current "random dungeon".
* Since you are doing the pledges, you also get the keys, maybe a piece of gear for that dungeon, etc.
* The rewards can be adjusted ofc - e.g., an extra piece of gear from the pledge dungeon, xp adjustments, etc.
This would mean:
* we still keep the rewards as they are
* the dungeons remain accessible to the new players (all base dungeons would be unlocked at level 10 - the same as the random normal unlocks)
* the dungeon players are less fragmented which should, in theory, lead to shorter queue times
* ensure you actually experience different dungeons rather than get the same ones every day
Also, I believe the dungeon difficulty needs to be revisited. We have had the Normal/Veteran difficulty for over a decade, and it aged very poorly. Normal Base Game is not the same as Normal DLC. Imagine being a new player and learning there are these hidden nuances to difficulties. Or joining a dungeon to do a quest only to have it ruined by some veteran players who skip bosses, skip mechanics, and just rush to the end, kill bosses in seconds... it kills the joy of playing a dungeon.
* Introduce a new highest difficulty let's call it Vestige which is comparable to the new overland difficulty naming.
* The current gap between Normal and Veteran can be extremely huge. Player who plays Normal Elden Hollow, then Veteran Elden Hollow, then jumps into Veteran DLC will be unpleasently surprised at the jump in difficulty - it is still the "veteran" dungeon! There should be no change in difficulty!
* Tune all dungeons (Base Game, Early DLC, DLC) to the same level on all 3 difficulties: Normal, Veteran, Vestige.
* Adjust the rewards according to the difficulty. E.g., Normal only blue gear, Veteran Purple + monster sets, Vestige Gold. Add different amounts of transmute stones to each, gold, different chance at zone's housing recipes/motifs, etc. Basically, running higher level difficulty should give you higher chances at those more rare rewards. Or even better - introduce some new resources which can be used for these rewards but the higher the difficulty, the more of the currency you get.
The key thing to my suggestion is to keep the existing rewards. The bonus XP is very nice for players who are levelling up (be it level or CP). But there are many issues to the current random dungeons I already highlighted. The pledges currently feel like they are separated for a different group of players when in reality they are targeting the very same. I believe merging these two together can lead to better experience for both groups while also keeping the rewards as they are and even creates space for new rewards, even new reward systems.