Update 6.3 brought us Deep Delves. Expectations were high, disappointment was even higher. Let’s look at the whole failure a little more in detail, maybe some good will come out of it.
The cost for playing a Deep Delve is two sigils, 10k gold. The perks are a room multiplier starting at 2 (instead of 1) and a guaranteed gnome room. Deep Delves are restricted to Delve level 100 and higher.
1.) Room multiplier
The room multiplier starting out at 2 instead of 1 doubles the amount of loot received, to make up for the double sigil cost, right? Unfortunately not, the overall benefit is very much less.
The room multiplier increases with every room visited, roughly by a total of 2 throughout a Delve. When starting with a multiplier of 1 one usually ends up with a multiplier around 3, when starting with a multiplier of 2 one usually ends up with a multiplier around 4.
In regards to loot this means:
- The chest payout is a factor of 4 instead of 3, a mere 33% extra.
- The average room reward payout is roughly a factor of 3 (2 + 2/2) instead of 2 (1 + 2/2), a mere 50% extra.
To not receive less than 2 sigils played individually the starting multiplier for Deep Delves would have to be somewhere between 4 (100% extra chest loot, 66% extra room loot) and 5 (133% extra chest loot, 100% extra room loot). Whoever decided to set the starting multiplier to 2 may not have been familiar with how little this changes rewards.
2.) Gnome room
The gnome room is likely the reason for the extra 10k gold cost attached to running a Deep Delve. Is it worth it in any way, especially for the high level players Deep Delves are trying to target? The gnome room contains a single random loot gnome, apparently picked from the same pool as the Explore game mode. This means it will almost always be one of these:
- Treasure Gnome: Drops minor random loot. Almost always irrelevant.
- Mecha Gnome: Drops ingots. Irrelevant to the point of insulting.
- Soul Gnome: Drop souls. Irrelevant.
- Glory Gnome: Drops glory. Possibly somewhat useful.
- Jewel Gnome: Drop jewels. Possibly somewhat useful.
- Daemon Gnome: Drops chaos shards, in much smaller numbers than gained from the chest at the end of the run. Irrelevant.
There may be an almost infinitely small chance for a Cursed Gnome to show up, the one type of gnome quite a lot of players would currently consider relevant. Nobody reported seeing one so far, so this can safely be skipped in this analysis. If Deep Delve players could directly buy the random gnome loot above for 10k gold, without even having to spend time to actually earn it, most of them would likely pass.
The gnome room also grants the player team a trait, Ultimate Greed, gain 4 gold on any 4+ match. This seems to serve little purpose in anything but very niche cases, getting a few gold extra at the end of the fight makes no real difference.
3.) Delve level
Is the Deep Delve at least in some way easier to run? A lot of players have progressed their Delves way past level 100, usually to level 500, meaning they can only start a run at level 50 or level 500. Level 50 doesn’t allow Deep Delving, so their only option is a level 500 run. That involves a significant risk of losing, especially when visiting all rooms for full rewards. And it likely takes much longer than two level 50 runs combined, which also happen to pay out more.
Why bother? Unless one artificially locks in their Delve at level 100 by refusing to progress this game mode is designed to become progressively less attractive.
4.) Event scoring
So, maybe Deep Delves could work out for events, to gain more points towards rewards or to reach deeper levels faster? That’s another miss, on both accounts. Deep Delves bump the Delve level by 10, like a regular Delve. And event scoring is strongly tied to Delve level, meaning that playing Deep Delves instead of regular Delves roughly cuts the final event score in half.
Bottom line
In summary, the only reason to ever run Deep Delves is once for the achievement. And that can be done in the All-Seeing Eye Delve. There is zero reason to ever visit the other 34 Deep Delves to be released over the next years, unless one wants to put significant effort into receiving much less rewards at higher risk for the same type of activity.
Possible solutions:
1.) Significantly increase the incentives for running Deep Delves. Seeing by how much the current design missed the mark, possibly consider asking the community what would make them even remotely want to play that game mode. Hint: Deeds, Forge Scrolls, Cursed Runes.
2.) Trash the whole feature as a failed once-only experiment. In its current state it’s going to be entirely wasted development effort for years to come.