Dungeon Feedback: Urgent changes needed

@Developer

Hey there team, can you look into the following issues and changes? Thanks to much.

Depths

  • Remove clutter from the center room where there is a portal to the bear boss. This room is excessively crowded. Leave a tree here or there but the clobs of gew just use up way to much space. This is an issue in many places in the dungeon.

Archdeacon Azamela
this boss needs some serious reworking. There is a very high ceiling of damage required to make this boss manageable, especially in mutations. This causes a very negative experience and a very inconsistent one that is “out of the hands of players” and their associated skill. This largely comes from the bomb mechanics, especially in the phases where they pop up. The dogs in this fight really seem to do nothing but be an annoying addition

Suggested changes

  • Reduce the bomb health to 1 hit regardless of weapon type and reduce the rate at which they multiply (ie one bomb becomes two, and so on). (REQUIRED)
  • Reduce the rate at which dogs spawn (Recommended)

note: i’d perfer you just remove the bombs on this boss outright, or change it so that they spawn in the non-pillar phase so that one occasionally pops up and needs to be attacked by the group; however the above changes are much easier to implement.

Tempest

Castillo De Leon
The encounter with Castillo De Leon (1st boss) has to much splash on it and makes a lot of the engagement very unpractical for light dps. Enabling more light, lower con builds would allow for more flexable builds . The aoe on this boss works against it

  • Reduce the radius of the aoe by 1-2m and remove the stagger from it. (Recommended)

** Neishatun**
The circle phase between nei’s unground periods is nonsensical and outright frustrating. To much time is spent on this boss and isabella. This phase needs to be removed

-Remove the circle phase (where you just run around avoiding circles) (ABSOLUTELY REQURIED)

Isabella
To much time is spent on this fight.

  • Reduce her health by 10-20% (REQUIRED)

Dynasty
Dock Phases are absolutely pointless at this point. Remove atleast one of them if not both

Isabella
on this fight the dogs that come out of the cage exit at such speed that they will run past a tank that is trying to taunt but due to excessive taunt duration causes the taunt to miss the dogs. This has lead to cheesing (and yes you can still do it, i do it on m10). Further, having these two dogs do the damage they do and have the mechanics they have to be stacked together makes this fight mandate people to play specs or builds they do not want to

  • Make it so the dogs do not aggress unless they take damage so they can be fought one by one; or reduce their damage and allow them to ba tanked by a single tank (Absolutely Required)

Ennead

Scarab
The content designer working on this boss forgot to apply grit to the boss. Due to nourri’s crazy desire to understand the game in great detail and what is possible or not i have started playing with the concept of unorthodox builds (like the mage tank build i have been doing in high mutations the last week or two). This lead me to discover that windchill (and other abilities) will allow players to push the boss around the encounter area. I can control where he is, and at times it seems to stagger the boss from using abilities like jump/smash. Intelligent, coordinated players can abuse this by preventing any abilities out of this boss or danger by simply spamming windchill and other knock backs. I some how doubt this was intentional

General

  • Reduce the amount of blocking this boss does in phase one (recommended)

Anpu and Heru
There are multiple bugs on this boss They are as follows

  • one of the particle effects on heru during pillar phase is spawning incorrectly (vertical)
  • Applying two sources of disesae on heru in phase 2 (directly) before death will cause heru to resurrect with -12% health for each effect applied. This will prevent heru from using pillars in the third phase upon reaching the normal health values required for it to trigger
  • heru seems to target pylon with omega beam
  • heru at times seems to not trigger pillar phase correctly (i believe its due to a targeting base issue like trying to find a player it cannot normally attack (ie a dead teammate at the gate)
  • heru seems to also omega beam players outside of the encouter area

These bosses have lots of health and i would encourage the team to reduce the health by 10-15% each (Recommended)

Resists and the mage role

  • Please rework mutations to reduce the damage type by only up to 15%. Please also rework the resists in dungeons/mutations so that the native resists are not applied at the same time until a third weapon is introduced.

For example, Ancients should be weak to ice, and strong to fire. corrupted should be strong to ice and weak to fire. Having situations where both happen destroys the mage class. I recommend shifting the native resists to neutral until a third mage weapon is applied Alternatively, a new runeglass that gives 100% elemental conversion but only scales on intellect could be a solution so that mages can shift ig/fs to pure arcane, lightning, etc.

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Good day,

I’m going to say first off, you have WAY more experience with the exp’s than I have.

I only want to comment on tempest.

Snake man is a major pain that is for sure. I actually quite enjoy the idea behind it though, and it’s unique to the experience. I’d like to see something to shorten it the hell up. Maybe put a chaos orb in the middle while it’s happening that you need to run to safe spot, and zap it from your safe location. - Blow up the orb and he has to come back out!

His 2nd and third phase circles I think are over the top, this is another chance for to give some credit to our heavy’s out there… they should be able to mitigate that better in heavy armor. I regularly see those even with three dodges get tripped up here.

Lastly there is nothing between him and isabella… that part bothers me two very hard boss kills back to back… maybe put him in the 1/2 mark ?

Isabella – well it’s the last boss fight of the original world!.. she should have a ton of HP. But there are some real problems in the fight I think that would go a LONG way to help this encouter.

  1. – When she stands in the corruption pools, our damage output goes WAY down, and everyone has to stop damage to get her chased back to the tank… She really should have to stay on the battle field (unless you mod her mechanics a bit , more on that below)

  2. The swirling, the vines, Im all good with they make sense, but they make her VERY hard to stay behind. You are in constant reposition mode to make sure you don’t get frontaled.

  3. The flying thing… can we just turn that into a one pass? Serious… SWOOP… SWOOP again… they for good meaure another swoop… EGAD.

She should be much more vulnerable after destroying her pillars. Every time you delete the piller have her break down for 20 seconds… hell even 10 where she takes higher damage.

I love the isabella encounter, it’s cinematic, it’s satisfying, just a couple annoyances. It does take a bit too long as you stated.

I DO NOT like the snake man please do something about the damn circles…

-pantz

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Thanks for the reply.

removing the entire phase where circles spawn and you run around will do just that.

She use to have less i am requesting it is reverted.

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Thank you so much for the Feeback @Nourri I will pass this along to the team!

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thanks for all your hard work, talon.

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