Workshop:
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Healing absorb from Gunk/Waste ads is annoying, if you could make it easier to LoS that in the first pack that would be nice. Move that right side pillar out so you can actually LoS behind it, make the tunnel flanges wider so it’s a more consistent los (sometimes it just doesn’t work.)
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3rd boss saw blades, I would like the travel speed of these reduced. I also think they should not do damage until ~3 seconds after they spawn. A clothy can be standing where one spawns and get one shot with no sense of agency and no ability for anyone to help them at all. Spawns randomly, rng one shot, nonsense. Not even predictable.
Priory:
- Make divine toll able to be LoS’d. I don’t think LoS is fun when it’s forced to survive every 5 seconds of a fight but at least there’s counter play there. I don’t usually have problem here cause monk cds are burst healing and all that is, is burst damage, but on my alts this pull very annoying before 2nd boss.
Flood Gate:
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Council/duo boss random shot should prefer targets over 50% hp imo. By pure rng someone can just get destroyed by the dot, charge, 2 shot combo even if you hit them with the biggest heals in the world
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Swamp face: vines should end when aoe pulse begins. Fighting the dot and burst damage overlap is not fun for anyone in this game, just get rid of that.
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Bubbles: Make this dude easier to skip, get rid of those STUPID fish in the water so you don’t need to build comps entirely around skipping this thing, omg. What a horrible idea “we’ll put this mini boss that’s a total pia RIGHT after the rot boss that takes everyone’s personal defensives and every single healer cd and health pot to survive and put it right after it and if they want to skip it they’ll have to use shroud/invis pots, water walking, and mobility enhancements because we put fish worth 0% in the water that are more powerful than any boss in any dungeon >:).” Absolutely maniacal and super villain levels of “laser sharks” sort of bs.
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Make bloodwarpers heal absorb dispellable why is it not -_-
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Can you just remove that double jumpstarter pack at the end? This is like the double stoneguard pack in SV or double hobgoblin pack in cinderbrew where it’s like terrible to bother with this, not needed for count usually, very dangerous, true sight so need an exclusive racial or hunter to skip (silly that people have to do this.)
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I remember people in s1 being like “why are the guards here in last hallway? what does them being there add to the dungeon?” and that’s about how I feel about these guys and bubbles.
Cinderbrew:
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So during ptr you guys toned down the number of casters in PSF stating "we are reducing the number of casters and replacing them with footmen because we want players to be able to understand what’s going on and not feel as overwhelmed with having more things to interrupt than can actually be interrupted. THEN you shipped cbm with that EXACT problem. Let me be clear, in a single pull of CBM you can get: dots that need dispelled, bleeds, unavoidable aoes, unavoidable/nondispellable highly potent dots, tank busters, lasers, randomly targeted one shot aoe circles, whatever I’m forgetting, and to make matters worse a lot of the trash is not very effecient. A lot of this stuff is not worth a significant amount of %.
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Double hobgoblin. I’m not gonna say anymore.
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Bee bleeds, do these need to stack? Would these pulls be too easy if these DIDN’T stack?
Idk maybe i’ll think of more later