As it stands, whenever I encounter a roguelike dungeon for the first time in a playthrough, all I think is…what’s the point? I feel like the roguelike dungeons could be a nice challenge were I to attempt them at the level I first encounter them at, but on lower difficulties where the loot isn’t that amazing I feel absolutely no desire to try them out at the time due to the fact that I know I’ll have to drag myself back to it at some point later on for Anasteria’s quests anyway.
The problem then is that by the time I reach the end of the game I’m usually a high enough level to simply move onto the next difficulty anyway, and Anasteria’s quests - along with the dungeons themselves - just get completely ignored. Additionally, if I do decide to do her quests then I have to do the three roguelike dungeons in the exact order she wants me to, which kind of kills the feeling of freedom a little.
If her quest items were collectable at any point, I’d feel much more compelled to challenge myself with the extra content as it becomes available, knowing that I’ll still be rewarded for it later on rather than “punished” by making me slog all the way back to each dungeon to do it a second time.
Granted, there are probably a few problems with the idea…I imagine it might be possible to collect the items on Normal difficulty and then cash them in on Ultimate for a totally undeserved high-level reward (quest items do transfer across difficulties, right?), and it’d be a bit weird for your character to suddenly feel like decapitating Aetherials and carrying their heads around for no reason, but maybe there’s a way around those issues.