The only dungeon I am not fond of is Priory. The flames on the floor have a rough animation and unless you hear GTFO, or are watching your health, you have no idea you are dying… fast (at least my DPS characters). The only other thing in Priory I don’t care for is the “Narrator” if you move 10 feet or kill someone important, she has this LONG and boring dissertation of who they were and how shocked she was. Can’t even TELL you how much money I would give Blizz for a “Toggle Toasts in Dungeons” Off button
I think in cleft they need to make the candle more visible. I can hardly tell at times if I’m in it and they need to make it bigger. Stuffing everyone into a small circle isn’t fun at all
I think they are ok except for Dawn Breaker, that dungeon needs to die the most horrible death. Also, the find the spy in the other one, the assassin is really long, too long and too dumb. Make it so you have to find 1 spy or something.
Maybe it’s just me but some of the dungeons feel really short, almost too short. I guess most people are happy about that, but it feels over before it starts.
I feel like The Dawnbreaker would be a lot better if they just put it on rails using the dragon racing circles to guide you from point to point. Like they did in Nokhud or Amirdrassil.
I don’t know I would say Nokund was better than The Dawn Shiitter, and Tyr’s Ulda was a lot better than Cleft. Ruby was a total loss tho, so you have me there.
ive mostly avoided the dungeons, but my bro wanted to run some. we got the spider place. tank pulled the entire dungeon before half of us loaded in then proceeded to kick anyone who dared speak up about the tank not holding aggro on the casters that were stunlocking us. so yeah, i hate that dungeon
I understand they’re trying to be creative and keep things fresh, but knockbacks aren’t it. I log on to chill and have fun. Knockbacks are the opposite of both chill and fun
Agreed, that one is flat out broken. They need to implement methods to port to the new locations -like any other dungeon- i’ve had to drop at least 3 of these when i couldn’t fly right and the wind pushed me to dead, then on res, i couldn’t catch up and died again. That’s a dumb idea they need to rework.
I look back on BfA and -really- liked those dungeons. They were not only better with mechanics, their themes and settings were top notch. They were a bit long, though, that’s an advantage to WW.
I only dislike the last boss’s intermission in Dawnbreaker.
Priory, like several other dungeons, will have some freeform routing and risk opportunities. I’m worried about the trash after the first boss, since they spam unavoidable damage, but also Consecrate.
City of Threads, I fully agree the spy thing blows.
Darkflame Cleft’s candle gimmick is annoying. I think the light radius needs to be buffed slightly during the cart pushing phase, and the mobs that Drain the light stop and channel, and have to be hard CC’d. Since the cart is always moving, they’re constantly in and out of damage radius, and that is awful.
The city with the guards and the airship one are super confusing, and so is the candle one. I thought the outdoors centaur one in DF was terrible too. I don’t really want to just run in, pull everything, and AOE it like I’m playing Diablo either. We used to have a nice balance where dungeons required more than AOE and didn’t have these dumb mechanics.
I mean the first boss of priory’s mechanic isn’t even remotely new to the game since we had a fight almost identical back in Legion (Court of Stars). If that boss gives you problems, your just bad at the game
Couldn’t agree more. Annoying gimmicks. My team wiped three times in NORMAL dungeon just now. Normal dungeons are supposed to an entry level experience for group play. A chance for new healers and tanks to learn the mechanics. Way way way too much spam and adds.
The first one you kill is always right behind the miniboss on the bridge. You can pull it into the miniboss to save time.
For the other three there is always one in each of the following zones: to the east, north, and west. Each direction has several spawn locations (3 I think,) It seems like there is only so many combinations of their locations, so if you find the spawn location of one you should be able to know exactly where the other two are or at least narrow it down. In addition you can always follow the pink/purple spy images to find their location although they can come close to some of the pats or go out of the way to troll you.
For the second spy go to the left and behind the building, this will make it so you don’t have to wait for the pats.
Go to the north for the third spy.
Go east for the last spy so that you are right next to the boss and have less travel time waiting for the rp.
Also I don’t think you need to use the extra action button to make them attackable. Ok i confirmed it, you can just attack them without the extra action button use.
Ok I think this video is probably the best guide I can find on it.