This dungeon has some good qualities to it that are worth keeping around. Flying from ship to ship is an example. That’s fun.
Once we are asked to go to the ground, this dungeon becomes an unfun, confusing, stress inducing nightmare.
Either have better marker for where you’re supposed to go, or make the visual of the game make it more clear. Something other than what we got would be infinitely better.
20 Likes
The ground stuff always spawns in the same place. I literally land in the same place, kill the same mobs, and stand in the same place every time.
4 Likes
So I think this dungeon is a HORRORSHOW to LEARN, however I think it’s one of my favorites to tank and lead the way in. I know exactly where to go, what to pull, and how we can zip through and have a good time.
My hope is the people in the groups I’ve tanked for have learned roughly how the dungeon should run and work!
I think Dawnbreaker’s BIG problem is that it’s buggy and claustrophobic in terms of mob density. They probably should literally delete some of the mobs on the ground level to ease up on space for people (I imagine this is SUPER dangerous on high keys), and the ship stuff occasionally bugging out will straight up brick keys entirely so… yeah.
5 Likes
Maybe that’s my problem with it, the learning part is stressful when other people are counting on you to figure it out, which in pugs, is pretty much always. Because of that, there should be more visual queues of where things are.
The buggy part also does suck, but that will get fixed over time. I fell through a ship for… some reason.
7 Likes
Go to the church, go straight into the building across from it, then go south to the inn
It’s really not that hard
3 Likes
I’ve done this dungeon like 10 times and i have no idea what the heck is happening. I just mark the tank and follow. It’s awful. I couldn’t imagine a new player trying this place and liking it. It’s a top 5 worst dungeon design of all time.
10 Likes
The second area needs more signposting. Just spawn us on the ground so there’s no confusion about where we start, making the places where mobs won’t path to / are safe WAY more obvious to see (Especially from the ground) and give the boss his own fixed location instead of having him wander around the town.
3 Likes
Once you get the dungeon down it’s not bad, but as far as 1st time dungeons go, it’s one of the worst steaming piles of I’ve seen Blizz produce 2nd only to SL.
1 Like
All of those things are part of the difficulty of the dungeon though.
The amount of complaints I see of Dawnbreaker while Darkflame Cleft exists is a little wild.
Wait until m+ and literally nobody is gunna care about Dawnbreaker while Darkflame and the cart/candle moving nonsense is gunna cause pugs to basically never exist for it and disbands by the thousands.
1 Like
This dungeon is objectively confusing and unintuitive. Saying that that is “part of the difficulty” is just trying to speak positively about bad design choices.
6 Likes
Nah. Players just don’t have patience to actually learn anymore.
The Dungeon is rough the first time you go in but after a few runs it’s super easy.
1 Like
Pretty much no-one is doing dawnbreaker in heroics how you’d do it in keys I think. Right now you can basically just land on Anub’Ikkaj and clean up a few adds while killing him. You likely won’t be able to do that in later keys unless you’re very organized as he’s very painful with all the buffs. There will be a route to kill at least 1 of the lieutenants.
They should really have made the candle cart click to move in segments. It’s annoying that you have to stand in the light to do damage or healing, but if you stand in the light it starts moving and the mobs fade in and out of it.
1 Like
I wish Blizzard would allow Tom-Tom to track a tank’s position inside dungeons. It would be an amazing Tom-Tom setting to auto-track the tank when it is time to fly to the ground in Dawnbreaker.
This would solve so many problems. All we need is some kind of indicator as to where the tank is.
My minimap icons are always broken and lead to the wrong area in Dawnbreaker.
I foresee Dawnbreaker being extremely frustrating for new/returning players. Especially as the expansion goes on and everyone else already knows exactly where to go.
I think the 2nd boss bit will be fine once people choose a route every time. Unless youre trying to kill the boss while buffed the adds seem to be in the same spot everytime.
My groups already decided we’re always going church>house>inn since church has one of the easiest safe points to rally nearby, eventually the community will decide a standard.
1st boss someone always dies, usually a druid who didnt know they cant flightform even though the buff implies we should.
3rd its usually someone getting lost, either missing the orbs or going straight for the final boss area to slow. Both are things thatll get fixed with practice.
The bugs though, they make this dungeon feel so bad, floor spells not connecting, being ported into the ship hull with no exit, being stuck in combat with mobs when across the map you flew over.
its always funny to see some things never change, players hating on the easiest dungeon in the roster because they dont understand it.
Dawnbreaker sucks! Probably the worst dungeon in 20 years
1 Like
I just did this dungeon for the first time and it feels really messy and hectic
1 Like
They obviously designed this annoying dungeon for mythic+ with a team who knows the mechanics, I agree though I hate this dungeon with a passion.