Dungeons offer an opportunity to explore additional repeatable content with higher rewards. While each dungeon has a unique reward mechanic (Eternity Cache, Soul Gambler, Vault of Uncertain Fates) the dungeons also provide other increased rewards throughout the dungeon. Temporal Sanctum in particular offers much higher Exalted drop rates, and targetable exalted farming. If a key requirement was removed, the through dungeon rewards would need to be greatly reduced. There is also an important part in “cost of entry”. By having a cost of entry, it increases the desire to optimize rewards - clear more of the dungeon to get more from each key spent. Without having anything spent, there’s no incentive to do anything other than rush the single most rewarding aspect (typically boss) and ignore everything else. This is one of the issues currently encountered with the Monolith. And while we are working on other solutions for the Monolith to provide more than simply rushing the objective, Dung...
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