Full dungeon feedback from doing them on 14+
Magister’s Terrace
I think the first note is obvious, you can’t have a 1 mob pull be the start of a dungeon, this ruins tempo and fun. Similar to the start of streets having 1 small pull or even 1 mob be the entire start of the dungeon is just not fun, leave the door open on the right and let people route around it.
All the trash leading up to the first boss seems fine, the pyromancer/book area is a lot of just aoe damage and will be about the only scary part but overall I think it’s currently in a good spot.
Arcanotron: felt easy enough, would like to see the tank slam hurt more or leave a dot so there’s something to do on the boss. Otherwise the boss is ok tuning wise, maybe needs a buff down the line but we’ll see.
as for the trash leading up to the 2nd boss the runic wound shouldn’t target the same person twice unless there’s no other option because of death but other than that the whole trash area felt good.
Serenal Sunlash: I love the boss design, it will be a learning curve for pugs at the start and might need a nerf early on in the tier but I like where it’s at right now. I personally wouldn’t change it.
3rd and last boss trash as they’re relatively similar are pretty easy, there’s 1 kick you have to get or you die but you can do some large pulls in these areas which I love. Maybe buff the tank damage output of these trash packs so there’s some challenge to them.
Gemellus: This boss is just a brain check and with the arrow change it is an extremely easy boss, damage output needs to go up from cosmic sting and astral grasp.
Degentrius: Love the boss design again, tank buster needs a buff for sure and maybe buff the bosses general outgoing damage because it seems pretty chill from a healer and tank perspective. Overall good boss.
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Maisara Caverns
Trash up to the first boss is great, mixed bag of difficulty and routing choices. Souleaters are gonna turn into avoid at all costs mobs at some point if the healing absorb scales, otherwise the trash is overall very fun and well balanced.
Muro’jin and Nekraxx: Another boss with a learning curve but this one has a couple issues imo. You pretty much need a disease dispel, a 30 second dot on 5 people is a bit crazy and the damage you have to deal with compared to having a dispel or 2 and not is significant. Barrage needs a short windup cast, this and the one on Restless Heart in windrunner spire having no warning is odd.
Trash in the rest of the dungeon since its all the same: Grim Skirmishers are pretty punishing if you don’t have a purge or 2 letting you stagger the damage output from the shields, should nerf this a little bit imo. Rest of the trash is fine, kind of annoying due to the soul stream and space denials but not hard either. Warriors and skirmishers give too little count, makes gauntlet to last boss a timesink since majority of the count you need comes from first area and you’ll skip a lot of trash going to second boss.
Vordaza: Unmake needs a better animation imo, just too hard to see (not impossible). Fight design is ok, I think you should nerf the initial damage on running into the Unstable Phantoms so people can single soak them without blowing a big defensive and you can do different ordering strats on the pops as well as giving more personal agency on the fight which will be nice in pugs.
Raktul, Vessel of Souls: Straight forward fight, will scale pretty heavily for the healer. Totems should spawn exactly where the circle was left, you guys made it so hard stacking the totems requires some weird positioning which makes the fight messy for no reason. Other than that I love the intermission design, leaves open strategy with the buff management and is just nice getting different mechanics.
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Nexus Point Xenas
Left side trash (Chief Corewright side) is significantly harder than the other side, just more damage output but overall felt fair. I didn’t really feel like anything needed turned down and the tank damage intake felt low in general so maybe bump that up.
Chief Corewright Kasresh: Enjoyed the fight mechanics, disabling the beams with reflux charge and baiting the giant ball while positioning for the knockback all felt good. Only issue is the responsiveness of reflux charge to the beam wasn’t consistent, saw players standing in the beams with the debuff and it just wasn’t deactivating them. Beams also would sometimes spawn on a player that was stunned from deactivating the beams and kill them.
Corewarden trash was easy, there’s like 1 or 2 dangerous mobs but pacing of it felt good and the difficulty also felt good.
Corewarden Nysarra: No real notes on this fight besides being a bit undertuned, I like the damage amp phase but could use some difficulty upgrades overall.
last boss trash was not too hard honestly just annoying and requires people to kick and use their cc a bunch which is fine. it didn’t feel too overwhelming or anything.
Lothraxion: Divine Guile is a nice brain check, just find the bald clone and kick it, I don’t really think it needs changed it felt pretty fair overall. Now the rest of the fight just feels unfun the entire time, Searing Rend is a very annoying tank buster because it moves you, radius on the frontal makes it very hard on melee players. Brilliant dispersion and the clone behavior in general is also just annoying, might feel better with more practice but when it releases on live I think it will be a huge pain point that will end up being nerfed.
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Windrunner Spire
Honestly there’s not really much to say in this dungeon, my only gripe was that Archers and Axethrowers don’t following the tank when the tank is LoS’d, it requires the entire group to LoS. This is going to be extremely frustrating in pugs and it needs changed imo. I don’t have any issues with the rest of the dungeon, plenty of difficulty variance, big pull opportunities and overall good pacing.
Bosses: I think the last boss is the only undertuned boss, the other 3 felt like good and fair fights but the last boss was kind of a snoozer.