A delve should have been single player, but it’s just another group activity cleared by groups already on day 1.
The vast majority of Solo players have been left behind and that solo content was really a bait and switch to push more group content. As long as delves can be grouped they Will design them around grouped and their ever-green solo content is dead.
If you wanted this route, instead of delves you should have designed all the dungeon as solo dungeons as well with these kinds of puzzles and challenges. Using what you’d built for the xpac instead of this mess.
Example using some of their delve mechanics:
Priory of the sacred Flame Dungeon
Solo Dungeon: “Voidlight Descent”
Dungeon Layout & Concept:
Context: When Beledar’s void phase begins, the Sacred Flame’s light in the priory is consumed by void energy, creating shadow-infested versions of the dungeon. This alternate void version is accessible only during Beledar’s void cycle.
Theme: Voidlight has twisted the dungeon creating flame-based puzzles, shadow manipulation challenges, with new void-enhanced enemies lurking within.
Mechanics:
Void Puzzles:
The player now manipulates voidflame braziers, aligning shadows to reveal hidden paths or weaken void-shielded enemies.
Example Puzzle: Instead of igniting sacred flames to proceed, the player must extinguish corrupted voidflames, uncovering void-touched passages.
Solo Combat:
- Void creatures spawn in darkness, empowered by the voidlight. Combat encounters scale based on the player’s gear.
- Shadows shift and obscure enemies, forcing the player to manipulate the voidflame braziers to reveal and weaken them.
- Void versions of original bosses
Final Boss Encounter:
High Voidflame Guardian: Once a protector of the Sacred Flame, the Guardian is now consumed by voidlight. The fight involves dispelling void barriers by aligning the voidflame braziers and surviving waves of void-enhanced mobs.
The boss fight scales in difficulty based on the player’s item level, with the void-corrupted environment introducing new mechanics and phases as the player’s gear improves.
Scaling:
Gear-Scaling: Enemies and puzzles adapt to the player’s power. With better gear, new, more complex void puzzles unlock, adding layers of difficulty to the dungeon.
Rewards: Unique cosmetics, void-infused gear, and special mounts or pets become available with higher completion tiers.
This version of the Priory of the Sacred Flame would offer a new, engaging experience for solo players, seamlessly reusing group content and adding replay ability through the scaling void mechanics.