Thoughts on Kara Crypts as a dungeon?

Just my personal take on the dungeon. It felt Interesting and ambitious, but also a little frustrating with the torch range inconsistency.

It’s obviously day 1, but i enjoyed the feeling of going into a dungeon blind, and not knowing what was ahead. Bosses were generally fairly fun. The layout is fairly compact and well put together.

At the same time, the torch light was wildly inconsistent with what certain players could or couldn’t see, especially from a healing perspective. Felt like we had to have everyone stacked under the small range light at all times. The darkness felt less threatening and more “everything within 10ft is invisible but also maybe not”

Was also frustrating that only the torch bearer could see the relics. We found 2, but never found the rod, even after 45 minutes of heaving searching through the dungeon. Again, that only the torch bearer could “see” these was a bit forced and annoying.

Would recommend to provide least 2 torches, potentially 1 for ranged and 1 for melee, and to drastically increase the torch range

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nerf spider and kharon health by 15%, dont have a pack of 3 unrepentent paladins because bear tanks just evaporate to that. Make the object show in the dark but keep them unlootable unless lit. Sin is fine, Opera was fine, frost mage was fine but annoying, unk’ommon was fine

Truth wasn’t bad idk how people got the horseman to spawn think hes either a secret boss(couldnt find all relics only found 3 swords we searched EVERYTHING) but we did kill 5 bosses which the dungeon says there are so it will be different each day, it took us 30 minutes to learn how to summon the lich as final boss id say first boss a joke. 2nd was spider nerf his hps hes a dps check def, 3rd the skele icc boss nerf his AOE range by god we were still dying by the entrance it might just be bugged, theater 5 goblins make the tank lose aggro cause cc and they one shot the group 3 times literally 1 shot us, the lich just annoying wasnt hard

Is the spider literally just burn the boss before you get overwhelmed by spider babies? We were trying to figure out if there was a mechanic to get them to stop spawning before getting overwhelmed.

I think they need another pass at balancing. Half the mobs melt, half of them cut through the group and tank like butter. Some bosses are easy, others feel like they were intended for 10 people with huge health pools.
The range of the light needs a bit of extending, it’s murderous on hunters and often bugs out. One of the first pulls wiped out group due to the torch just simply not working. Untargetable/invincible skeletons tearing us to pieces in full view right next to the torch.

you get 4 resets by burning the webs in the cardinal directions, if you dont kill her by then its over. You space them out to the point where you cant keep the tank/whoever has threat up

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Two groups from our guild spent over an hour looking around and could only find 2 relics. Sythe by the mushrooms and a sword on a grave by the rune door.

burn the egg sacks make spiders run away and dps check before overrun by spiders

Aight some bad
Dungeon needs to be bigger in general, excellent dungeon but the torch mechanic is super finnicky and is at most 15 yard range and if your a healer your mates are gonna be out of LoS bc they are in the dark for most of the run.
Also this sucks for ranged too as their ability to anticipate or position for incoming mobs is too limited to be effective.
Make the dungeon bigger and ranged have some utility and make the torch’s range like 30 yards. I want to be surpised by mobs but even as a melee I was losing sight of the mobs i was hitting as I was chasing them.

Also some of the chests my group managed to unlock had 7 silver and a superior mana potion in them. These chests required skill and discovery to find the fact that they had trivial loot and did not give the group anything in loot or progression for the dungeon is laughably deflating.

Aside from that excellent dungeon, the darkness feature and hide and riddle style adds to danger and mystery that no other dungeon has in WoW. A great upgrade.

The relics being so hard to find and the torch range i would say are the biggest issues.

Fun experience overall though

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It’s a fun concept but my god the torch light is way too small. Having to be within 10 yards of the tank at all times isn’t fun. Ranged hunters must be hating this extra hard.

I agree there, and i had that happen last night as the healer. The hunter was literally a step or two behind me, but he was “out of the light” and i couldn’t see him, and thus couldn’t heal him. Was incredibly frustrating

Spent an extra hour running around the dungeon without finding a relic today. We gave up thinking it had to be bugged. We only found the loot relic off a mob. Didn’t find sword or scythe.

Not fun.

Cleared rooms / areas should light up to help tell where you been and where you have not.

Also light radius should be slightly larger…40-50% maybe, with a more defined “edge”.

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Hunters get a flare ability from a scroll in one of the early rooms to basically give a magical flare that lights stuff up like the torch but doesnt move.

That’s why they gave hunters enchanted flare, but I do agree that the range is way too low. It should be 20 yards so everything isn’t a pop-in.

overall a big W from the dev’s to create something new and different. Mostly a very good experience with Kara and they showed they are capable of creating something interesting and not another dfc type of dungeon. This shows alot of promise and it shows they put in work. Sure there are som bugs and adjustments needed, but was the instance a net positive or no? absolutely yes for me

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conceptually I like it, execution is awful.

the range of the torch is horrible
Kharon can just end the fight by fearing you straight into him and one shot you, and fear ward does nothing. so just bad luck can wipe that fight. Tank was MC’d inside the aoe and the MC randomly dropped just in time for tank to be one shot. Mechanics such as this with that potential and no counter play are trash.

chiefly though, there is way. too. much. trash. with way too much health.

just did it on my sham tank, and yea surprised fear ward / tremor doesn’t stop the fear. we also lost someone to a bad chains followed by the aoe.

Trash wasnt bad at all, a few had big hp pools but easily got zugged down. Few did have a relic drop from a normal trash mob so not sure if we can skip stuff tbh.

The torch i still 100% agree with as it feels way too short for the range, or you need a 2nd torch for melee and ranged group.

The last boss de-spawning is frustrating, and the relics are fairly difficult to find.

Still over all it did bring back that sense of “adventuring” into a dungeon, so that was a big win

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anyone found out how to kill the 15M hp rock?