Dawnbreaker sucks

I like it when people know what they’re doing and where they need to go.

Though it’s very buggy. For some the boat doesn’t even load in so they can’t get on it and have to go out then back in.

1 Like

I love Dawnbreaker. It is a fun action game and I hope we get more of it in the future.

We are conditioned by the past to expect the silver dragon marked areas in the middle part to mean something. If you get that out of your brain and just go Church > House > Inn the middle part makes sense and is a breeze.

1 Like

It’s fun. Feel free to run one of the other seven, or get good.

1 Like

^ This. It’s one of my favorite dungeons this expansion for sure.

1 Like

Hate this dungeon. It’s like a discount Nokhud, and it’s bad for all the same reasons.

i like it, i like tanking it, it has cool mechanics and fun music, and a really cool final boss.

i imagine this dungeon wont be nearly so maligned once people actually get familiar with it and know what to do, but the first time shock of its mechanics i understand can put some people off. but if players actually know what the mechanics are and what they’re supposed to do, location of the inn, house, and church, etc, then its difficulty is trivial. all the difficulty just comes from being in the right place at the right time and picking up orbs or bombs. i guess i could see it being a problem for people who have trouble using dynamic flight though

but i’ve tanked heroic dawnbreaker at least 5 or 6 times now and its probably my favorite dungeon of the expansion from a gameplay perspective (visual favorite is the priory, the cathedral is beautiful and the scarlet monastery vibes to the layout and pack design is a fun throwback)

2 Likes

Dawnbreaker is easy. There’s like 8 total pulls.

Exactly. Heroic is easy enough you can skip this part. For M0/M+, it’s barely an issue.

Fun in concept. Very different dungeon.

Here are my issues with it:

  1. This one dumb mob at the start. If you aren’t quick enough to move, that mob will aggro and shoot from 12,542 yards away non stop. That mob is actually dumb.
  2. On the first ship, side summoned pack is highly inconsistent on when it gets summoned.
  3. The UI for collecting golden balls in the air is funky. Sometimes I get the timer and at times I don’t…
  4. The big purple explosion visuals do NOT match the actual explosion radius.
  5. The entire ground level for 2nd boss is just PITA. The entire area is cluttered and filled with casters that will NOT move at all with LoS. Makes it so painful to even find minibosses. You have to know where to go.
  6. Second boss’s knockbacks are perhaps the most infuriating part of all of this.
  7. Before first onboarding on the ship, I’ve had side ships disappear multiple times.
  8. The “chasing” portion of the last boss can be completely skipped lmao

So yeah, delete it.

and the damn candle dungeon OH MY GOD I HATE THE FIRST GAUNGLET gawddaym THESE KNOCKBACKS NON INTERRABLE CASTS FRIENDLY KNOCKBACK IMPOSSIBLE TO GROUP THEM oh my god delete both of these dungeons.

I didn’t play DF, but despite the :poop: show SL was, SL had AMAZING dungeons all around. Even Plaguefall was A-tier in comparison to half of dungeons in TWW.

The general dungeon is fine IMO. Once you run it once and know the path it’s super simple.

But the air ships are so buggy lol. I’ve seen so many pugs just fall through the ships when trying to land on them, and I’ve had a couple runs where the big ship just wasn’t there at all for a couple people.

Also pro-tip for people, when flying after the last boss to the ground. Most of the time you can just fly straight from the ship to the landing area and skip the whole following him mini game.

Honesty is a refreshing thing to see around here.

My personal thoughts are as follows: (disclaimer) Blizzard will not see this post nor likely care to read it) I feel as if delves took a lot of the team’s resources away from mythic + dungeons. Now that is to say they have a much larger development team now, there-go, you would figure same quality across avenues. Yet here we are, left to the aftermath of such woes of high heights set, with disastrous falls revealed.

1 Like

That mechanic is cool but it does have some issues. For me it’s hard to tell what direction it’s going to move with how it’s shown currently so for me it’s a toss up if I take it the right way (and lord forbid a warlock be the target of it)

It more comes across needlessly confusing. There is never a reason to include flying in a dungeon. There isn’t a aspect that wouldnt be made better in dawnbreaker had they not just included portals to get to different parts.

I’ve yet to hear any logical reason why people don’t like it other than that it can be buggy (something I’ve never seen after a couple dozen runs) or that it’s “hard” (which it is not, on heroic at least).

Instead of landing on the deck, I flew through the ship, and once the game realized something was wrong it spawned me UNDER the city.

Like, I have no idea what happened, but it totally bugged out and my team had to 4-man the entire boss. Once the boss died, the screen reloaded and put me back on the ship.

I dread having to run this dungeon on a timer.

1 Like

Flying is cool.

Caught me offguard so I died, but at least, I know more of what’s going on.

I enjoy the dungeon a lot. The only issue I have is the bug during the last fight where the light orbs don’t spawn when flying down from the ship. It has happened to me like 75% of the time and it is incredibly annoying.

People not paying attention, or refusing to learn something doesn’t make it bad

I’ve found 2 strats that work nicely.

  • Vortex and Mass Roots are good for this (Priest Tendrils included). Spear of the Champion for warrior works too. You can also try to knock them a frame after the knock (like Typhoon, Dracthyr racial, Aug Boop, etc).
  • Funnel the adds into a corner using LOS and boops, you can use boops to shove them into a corner. Then have the big adds boop the adds into the corner. You can pull the first boss if you do this near the boss.

I’m hopeful they watch everyone skiop Dawnbreaker for M+ runs, so they (eventually) fix it. My expectation is 12 months from now, it will finally be an “ok” dungeon…