Completed most of these in Tier 5/6 on Warrior Fury Thane spec
General Feeback :
Delves Feel Fine, similar to scenarios of scaling difficulty and variability with anima powers. A bit disappointing as at the BlizzCon panel, it was explained that it would not just be a series of bosses; exploration and puzzles may play a greater role in completing some delves. Instead, I’m rushing to complete whatever objectives so I can spawn the big boss at the end.
I love Trap and Puzzle Treasures; they bring a lot of variety and dungeon flavor. I would love to see these expanded instead of seeing the mushroom or Reno Jackson fights.
Although its nice to be able to switch specs and talents in a Delve I don’t think we should be able to or there will be some sweaty folks respecing for each individual pull
Brann is not fun to play around; he uses the Relic of Uldum in varied spots away from the fight, which is just awkward, and he rarely uses the Aegis of Ironforge.
It easy to cheese or get stuck in respawn points, if you respawn too quickly you can keep enemies in combat and their health doesn’t recover. at the same time some enemies are too close to respawn points where you will instantly be in combat again.
Bugs:
Wrapped Spools: This treasure’s puzzle sometimes opens up obscured based on where your character was standing when you interacted with it. Moving to “center” the puzzle can fix this but may be frustrating when you can’t interact with some nodes if you didn’t know this.
Pilfered Treasure Chests: Can be looted multiple times.
You cannot open the dungeon guide while in a delve; it’s just broken. I was curious if boss abilities may be in here.
If you don’t speak to the Dark Iron Speaker in Dread Pit Lost Gems you can clear to the end of the instance, only kill one gem hoarder and spawn the boss.
Specfic Feedback/Tuning
Echo of Renilash : Hits like a truck and is just annoying as it’s a timeout for melee.
The Shadow Cult Inquisitor - This mob gives immunity to its pack and is annoying. If you CC or stun this mob maybe the immunity shield could drop?
Nerubian Webs: Just annoying; the little mobs that spawn from the webs are not challenging, I purposely want to spawn them to trigger my Victory Rush. Need to be more lethal like how the arrows on the Renalish delves are
Devouring Shade Mob in Skittering Breach Renalish Beckons seems overtuned hits like a truck
Gem Hoarder: Has too much HP feels like a sponge
Specific Delve Feedback
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Krievgals Rest Lost Keepsakes
Candle Mechanic is okay, but as others mention, it should be auto-pickup for the candles. As melee DPS, the Tomb-Raider DryWhiskers attack pattern of using groundslam and instantly into flamestorm is insane. Something needs an interrupt or allowable stun at the very least. Switched to tank (Prot Warrior) on my last life, and the fight became trivial. The difficulty difference should not be this great between specs. During Ground slam, we should at least be able to pop a defensive cooldown (though funnily enough we still get block on this damage).
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The Underkeep Weavers Rescue
Liked the explosives around that could damage mobs; the respawn point is oddly placed out of the way. The boss should not be slowed by the frost traps as it’s annoying when I reposition from the void puddle and have to wait for them to slow walk towards me. Even worse would be if they were to cast encasing webs.
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The Spiral Weave Strang Disburbances
Novel Intro Sequence; feel like there could have been more played with the special feature of this dungeon. If you die before hitting the first respawn, it returns you to the “end” of the instance, allowing you to possibly get treasure/anima powers out of intended order. Not sure if this should remain or not.
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The Spiral Weave From the Weaver with Love
Loved the webhook utilization here; remember gamers never look up. Overseer Kaskel is a very mobile and enjoyable fight.
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The Sinkhole Ilusory Rescue
the packs feel a bit too clustered with mirror images running in out of nowhere, no really cool mechanics or fights, more annoying than memorable for being a water level
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Dread Pit Lost Gems
Liked the Easter egg hunt mechanic of this; put the gems in harder-to-reach places and maybe give a bonus for going above the minimum. Completely missed the Modify the device queue to talk to the Dark Iron Dwarf after getting the gems. I went to the end of the instance before reasling this. Afterwards I didn’t have to kill all 3 gem hoarders; I went back, killed one, and used the device, which triggered the next boss to spawn. However, this reset my respawn point back to the start of the instance and mobs respawned. I broke something good.
Boss fight was fine, a bit of a letdown that there is some ability carryover from the Spiral Weave (From Weaver with Love Boss), but the fight is serviceable.
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Skittering Breach Renalish Beckons
The shadow spin mechanic on the boss is boring, as cool as it seems that the boss turns into a Beyblade, it’s essentially a Melee timeout mechanic which just sucks. The variation where he stands in place and sends shadow waves out is, however, pretty fun.
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Myomancer Cavern the great scavenger hunt
This was great; I had fully played the dungeon and could navigate however I wanted using the lake section and bounce up to get the ingredients instead of just following a straight linear path. I was extremely disappointed to see it was the exact same boss fight as Missing Pigs ; you could have had us do a soup minigame or something else instead.
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Nightfall Sanctum:
I did this on level up and didn’t feel like doing it at max level again for testing; it’s bland and unmemorable. Skittering Breach Renalish Beckons is a better version of this. You could have had us go from airship to airship or clear decks, but it’s a very unmemorable fight up a few staircases.