I'm bummed they nerfed it. It took a few tries for me to get it down, but it really was the only dungeon that depended on the healer being good. Most other dungeons are pretty faceroll for the healer.
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I'm bummed they nerfed it. It took a few tries for me to get it down, but it really was the only dungeon that depended on the healer being good. Most other dungeons are pretty faceroll for the healer.
For me, the irritating thing about this dungeon was how little I could influence success. If the tank was good at keeping mobs off me and stunning Lunatic Voice, and DPS was good about killing adds instead of focusing on the boss, then the dungeon was easy. Inversely, the infernal place was impossible. As far as I could tell, no amount of skill at healing could compensate for being overrun by adds while the healing debuff was up.
I play a healer and the 3 new dungeons are way too easy imo (or maybe im too over geared *shrug) Pharos pre 2.2 was a prefect example of a challenging dungeon
I think the problem was not the excessive difficulty, but that it was too difficult for the rewards it gave, and compared to the other dungeons of the same level on the duty roulette.
If the rewards are good enough, people do it much more times and get more experience, finding exp people in the DF would be easier, or more groups in PF would have done it. If it will not give better rewards, it's better the difficulty is similar to the other dungeons on the same group of the duty roulette. If it's not worth it the people would do it for completion and knowing the place, but would not repeat it much if possible.
I think with the changes hard level dutty roulette will have many more players. If you end in WP or AK (now easier) you have an easier dungeon with less tomes and loot, if you end in CM Hard, HM Hard or PS, more tomes and better loot but a bit more difficult dungeon.
If you had issues in Pharos, how do you plan to heal Coil?
And tbh, difficulty is its own reward.
I'll agree that it's a shame that the difficulty was watered down, it was an intense dungeon to heal and highly enjoyable in my eyes.
what were the changes, just to siren or the whole thing?
never failed it but never attempted it below i80
-increased symond's hp while lowering number of hounds.
-took out some trash.
-did ...something to zu and tyrant. Heh
Most notable change was that the charm now no longer inflicts its own healing debuff. This is a huge benefit to lower i70 folks like me who really needed to resort to restoneskinning throughout the fight to counter half healing folks back up to 100%. I think they may have adjusted bleed dmg, but I never let it persist for very long so it's hard to tell by what degree. The dungeon still demands cooperation, but is less strict on how much wiggle room ya have.