Hello Erika,
So, for a good while, I’ve been trying to keep your attention at dungeon idol gains, which are less than ideal. I also have a few other ideas that I’d like to share. Of course, right when you asked for suggestions for next season of dungeons, I lacked the time to write down my ideas. My apologies for this late addition.
Let’s get idols gains out of the way first. What I’ve seen in most multiplayer games is that progress is fast for new players, but slower for advanced players. This way, newer players can catch up. Crusaders also seemed to follow this philosophy. Still does, mostly, except for one thing: high-endgame players can gather idols much faster than low-endgame players. This was the case since dungeons were introduced, since high-endgame players could get better results in the same amount of time.
However, the problem was greatly exacerbated when idol gains for sprinting were shot: low-endgame players like me were happy to rake up one pe...