My issue with it is, what are you going to do with all the holes in the current system that will be caused?
What’s the point of corrupted portals if there’s no tuning orbs?
What would replace all the orbs we buy in the faction shop?
Physical limits have always had bad feedback in this game.
My suggestion would be to have absolutely no limit on dungeons and to add a locked room at the end of every dungeon. The tuning orbs open the room and you get a key from each named boss that’s optional that opens 4 lockboxes. There’s 1 chest that has all required bosses as loot.
There’s 4 bosses you don’t have to kill in Genesis to finish the dungeon. These enemies drop a key. Instead of a portal shrine at the final boss it’s a vault. If you have an orb, you can open the door for the whole group.
Inside the vault there’s lockboxes and anyone with a key can open them. If you do not have a key, you cannot open it, this negates free loot chests for stragglers that were not apart of killing these bosses.
So there’s 5 chests, 4 are optional boss lockboxes and 1 chest is an accumulation of all the bosses. Only accessed if someone has an orb. Half the gold you get from each boss is in the chest, other half is on the boss themselves upon killing.
You are gauranteed 1 drop from the bosses and a small chance for 2 and another small chance for 3 drops from each boss. Each chest/Lockbox is equivalent to what we have now as a loot reward per kill minus 1 piece of equipment.
Umbral can be 25% rewarded on dungeon end and upon Opening vault you get the other 75% for all members.
M10’s would be 1500 umbral per Gold completion without a mutated orb. That would take 6 orbless m10’s to max out 1 piece compared to 1.5 orb’d m10’s.
Summary