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Shadow Lairs

8 replies [Last post]
Tue, 10/13/2026 - 12:00
Pallaskat's picture
Pallaskat

Hey,

To open up alternative content, I think Shadow Lairs should be permanently unlocked at some point, just like Operation Crimson Hammer.

They are challenging and quite fun and it's a shame that its payout is heavily countered by Shadow Keys cost.

I think Shadow Lairs should either be permanently unlocked once you clear all four of them or if you provide 3 shadow keys to permanently unlock a single Shadow Lair.

At least with 3 shadow keys, there is some form of return of investment.

Also I think there should be craftable weapons that use Shadow Lair materials that would be effective against their enemies. Their armors could really use buffs to match endgame armors too.

Thanks and bye

Tue, 10/13/2026 - 12:21
#1
Cetta's picture
Cetta
1+

i support this

Tue, 10/13/2026 - 18:13
#2
Retrofit's picture
Retrofit
absolutely

Strongly agree.

The concept of a single dungeon costing five dollars of premium currency, PER INDIVIDUAL RUN, is utterly insane, and one of the most ludicrous monetization schemes I've ever seen.

I legitimately cannot think of a single game, anywhere, which nickel-and-dimes individual runs of content like that. I could understand a one-time fee to unlock, like traditional DLC - but a fee for every run? All it does is freeze out the content. And why? There are countless other games to play out there. Why keep the content locked away behind prohibitive persistent access costs? No one really wins.

There are many possible ways to handle this. The simplest would be to simply gut the cost of Shadow Keys. No technical work or recoding required - just edit one value, and it's done. I wouldn't be adverse to some other solution for "permanent unlock" or easier access - ultimately the goal is just to make the content more accessible and less of a resource drain.

People already spend wild insane amounts of money on outfits and UVs - I daresay the game doesn't need SL key costs to stay afloat.

Tue, 10/13/2026 - 19:37
#3
Vyre-Acidlashed's picture
Vyre-Acidlashed

While I agree the concern I have is a little more fundamental - I don't want to waste energy (metaphorical or crystal) on engaging with a piece of content that has such a high cost of entry for so little potential reward, if I even perform well enough to earn that reward from a position of total inexperience.

The fact I can't practice at running lairs means I can never be sure I'm getting a run at it that doesn't bring with it additional costs in sparks or gear. It's not a good value proposition for a newcomer and if you start a shadow lair the sunk cost fallacy kicks in from the very, very beginning. "I spent a lot on this, I can't exactly quit..." It's kind of wretched, really. I've been offered chances to play with others who've graciously said they'd take the cost, too, but then the social pressure of not wanting to be a burden during something someone paid to access becomes the focal concern instead, at least for me. I don't like weighing a competent party down, you see.

Shadow Lair costs aren't just baffling monetisation, they're kind of poorly realized design - the only manner in which they make sense is from the perspective of especially pointed monetisation and content exclusivity - and the value gained for the investment made isn't anywhere near high enough to be justifiable.

Absent the chance of Lairs being made free-to-access (or even cheaper) what they offer to a player should be vastly increased, to make the cost of entry at least guarantee a worthy reward. Making them free or cheap is the easy option - improving their value is the hard one but possibly more rewarding.

I do like Pallaskat's idea of making it so that the availability of a shadow lair is tied to the party host's access based on whether they've ever entered a lair as a compromise position - that also would drive people to play them more often in hopes of getting their worth out of it.

Sat, 10/17/2026 - 12:52
#4
Epsilium
+1

I would love that. This should be made so that it is come close to cr per hours to fsc, snarbo/ IQ could be nice alternative to farming FSC.

Alternative way of making them more accessible, same way as the prestige mission, one per day is not guarded by a key, and it rotate. Or they get added to the prestige mission rotation.

But I like the golden pass idea, based on completing all of them, a prestige badge, a number of keys or else

Sat, 10/17/2026 - 19:43
#5
Zywuu's picture
Zywuu
+1

I second this. Been thinking much the same. At most the crafting station should be locked off at a steep cost, but not **playing** the endgame content in itself.

Sun, 10/18/2026 - 09:09
#6
Epsilium
+1

I agree to that too, making SL free could come with an increase in the number of material one need to craft the SL gear (armor, and hopefully, one day, weapons?). Could be similar to current FSC: need to run 10 time to be able to craft a piece of armor

Sun, 10/18/2026 - 14:31
#7
Holy-Nightmare's picture
Holy-Nightmare
...

Maybe....

If the complaint is that the cost outweighs the profits then perhaps another angle could work too?

More loot boxes could be added in the final room, or you could get some new armor sets that are pretty strong. Maybe even some new weapons or shields as well... Right now we have like.... one armor set that's pretty good while the rest are basically costumes.

Another possible solution is to lower the cost of Shadow Lair keys....

Sun, 10/18/2026 - 14:42
#8
Cetta's picture
Cetta
Maybe, just maybe

Can add the Gram troika, the Electric Disk Gun, the Purrfect Kat hat and the proto katana but whit a different color scheme, element and an aura. Ye know, stuff in the game that is not implemented yet.

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