Actual difficulty? dungeons are piss easy most of the time.
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Did test run of the new Toto with them and it was faster then average run with other people. With reduced pull size there (not happy about this) can actually live through double pull without using cooldowns. Healer is a tad too heal happy as well.
Squad with all max offensive tactics (two archers especially) absolutely delete these dungeons now and are significantly faster then the average player. If you have Squad unlocked and still have lower level deeps that need the leveling, use this method instead of the trusts. Much of the easier for Squad to handle Brayflox and Vigil without persistent aoes then ever before. Just order the tank forward and afk for free levels.
Was perusing the menu this morning before work. Looks like I don't have level them before being allowed to run a higher level dungeon? Praise the Twelve!
As someone who is good at tanking and healing but has problems DPSing, it's useful for me to get practice inaf my own pace.
Perhaps it may seem slow for you but I like that I can stop, adjust my bars to better suite me and double-check my rotation(s) without waiting 40 minutes just to piss off 3 to 23 other players.
Not every feature needs to be specifically tuned for your own, personal use case.
So why do you feel the version of game you want is all there should be? Maybe you should pay more because making extreme/high difficult content seems like it would be more costly. Simply put there are a wide verity of players at different skill levels who play and the game devs try to accommodate as much as they can. they put plenty of difficult content out there for players who want it but this game is not designed for any one player in mind.
In 8 years this is the first time I've seen someone with an empty profile picture on this forum.
Weird.