Completed multiple times on +10
Plaguefall is a cool dungeon plagued by questionable design decisions. The recent changes to the dungeon have only made some of these decisions worse.
MELEE UNFRIENDLYNESS, while its okay to give melee and ranged different mechanics, the blobs have an aoe damage aura, while it is outrangeable for ranged, it leaves melee in this sore spot where they are detriment to have.
This extends to the tentacle trash later on in the dungeon where a poor puddle drop, or just going left and avoiding more trash and dealing with the tentacle in the water is essentially a no-go for melee.
The toxic rain (not the last boss mechanic) recently added to the dungeon I feel personally it wasn’t required to make the key fun, or interesting and only serves as a nuisance.
Barrels in the dungeon are going to be what ruins the dungeon for alot of groups.
Dungeons killing themselves have always been controversial for alot of the more seasoned dungeon players (junkyard, tol dagor, freehold) and kinda removes an aspect of damage mattering in a key which is unfun for dps players (either causing the key to be free, or have incredibly stressful and unfun moments)
Last boss is currently kind of overtuned, along with the visual bugs. Toxic rain was buffed recently, and the difficulty gap between the last boss and other dungeon last bosses is significantly higher. You can also get hilariously bad mechanic sequences where boss toxic rains -> intermission, making an already hard to heal boss even harder to heal.
The start of the dungeon in general needs some reconsideration with trash mechanics. Nobody is going to want to play the key without a rogue because they explicitly will want to skip that trash. The space is very claustrophobic, and the trash mechanics are punishing, and the all interact in ways that lead to wipes, very hard to play on keys like sanguine or quaking where movement is more common for the average player.
Also would love to see a checkpoint at 3rd boss, and a checkpoint at 1st boss