Overall, I think dungeon has been improving with each update, however there are still lots of changes that could be made. It is now to the point where I actually want to spend some time in the dungeon.
I think the walking pace is better, but honestly could still be faster, the time spent travelling between rooms is really irrelevant unless you hit a chest or trap. And whether it’s perception or not with the new walking speed, the pause at the end of a fight, or the slow speed that the heroes walk into a room or exit/enter through a portal, feels ridiculously slow now (still).
From what I’ve seen from other people in my guild the rewards from chests at lower levels seem to be good, but I wouldn’t know because getting enough torches to get to the lower levels is either excruciatingly difficult through grinding in the campaigns, or exceedingly expensive to purchase. 500 tokens for 10 torches? That won’t clear one floor of the dungeon at a reasonable level, or comparatively speaking would buy you 5 hero shards. You don’t get anything close to equivalent to 5 hero shards from a dungeon.
That being said, the boss rewards still seem pretty lame. I have beat Boss battles that rewards me 1 purple scrap, then taken 2 steps and found a random average chest that gave me 3 purple scraps. There is a small chance of getting a key now, but I would still rather see better rewards. Maybe even a chance at hero shards? (though preferably restricted to hero’s not maxed and where I already have a 100 extra shards sitting uselessly in my items). The rewards should also obviously scale with dungeon level.
The boss dungeon is a nice concept, but all it really does is add more new hero’s to the mix that a person has to try and obtain and keep up with. There are already too many to keep up with the pace that levels keep rising, so if too many more are added, it’s going to turn into a negative effect in a hurry. I think it was nicer when the boss battles were unique to the dungeon and not something you could encounter other places in the game.
Lock picking really needs to change as well. Whether that is increasing the number of lock picking shrines available up from 4 or what I don’t know, but the system is very heavily weighted in favour of failing lock picking and the lower you go the more traps you encounter, and I haven’t even gone that deep. I have lost parties to hitting and failing three traps walking between two rooms, and failing all three even with my maximum lock picking, ending up in a battle in that room blind, stunned, and silenced, and seconds later dead. And related to that, the guild perks for lock picking (which we bought only because we were sitting at max influence with nothing to spend on) are laughable at best. 1% per perk? 5% would be way more reasonable.