It's a very weird change considering how much more challenging some of the solo instances became.
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It's a very weird change considering how much more challenging some of the solo instances became.
While ideally they should revamp these dungeons in terms of layouts, which they won't do because people asked for HMs of Cutter's Cry and such and they said they already revamped them once and they don't wanna do it a third time, I do wish they at least flagged EXP for the mobs located on side paths guarding side chests, that could let people be as thorough as they want if they're solo leveling with trusts while also glam hunting (which I know seems weird but there are universal mage shoes designed like the Labyrinth of the Ancients shoes so magic DPS aren't shoehorned into the red caster only variant) and while super disposable some of the glams added in retroactively might be just what someone needs for an outfit even if they are un-dyeable (seriously why couldn't those shoes be dyable AHHHHHHH)
Solo instances have difficulty option while the dungeons do not. This is why I suspect many dungeons are always under tuned. Brayflox and Vigil bosses were hit the hardest Mia thinks. The pulls in these dungeons can still be most spicy (they left the double ice sprite hallway of death! Yay!). Fricken bosses though are joke..
Second Vigil boss lost flatten tankbuster and flame breath buster. Bosses will not auto when winding up resulting in five plus seconds of literally nothing occurring for every cast. Buster that is telegraphed with gigantic marker boops the the tank for one fifth hp unmitigated.
Second Brayflox boss lost flame breath too and now does no damage.
Third Brayflox boss can no longer be stunned which was half fun of fighting that boss. Experienced or clever Paladin player could interrupt almost alllll the mechanics, incredibly satisfying to pull off making the run more of the fun for higher level players.
The only thing these dungeons teach newer sprouts is that it is always ignore mechanics o'clock and this is not good. Tis how you get players in Alliance Raids standing in the bad; It was never lethal before why should it be lethal now. World of Darkness telegraphs still hurt. Even more of the entertaining watching others get deleted by Livia because they wrongly assume nothing hurts so why bother. Some of her telegraphs do substantial damage which is surprising because of all the bosses before Livia she can actually two shot you.
Haukke final boss is another that was neutered. Watched two friends duo her yesterday as summoners synced. If wondering why, you can undersize and level sync then still gain exp from the dungeon. The two of them were clearing faster then trusts so they opted for this.
SE continuing to make changes literally nobody asked for.
This games PvE is already a snooze fest, they are now making you fall asleep. I actually miss the older dungeons and some of the mechanics. These "Go straight, you can't miss" junk is boring.
This is why I rarely dungeon anymore and haven't touched Expert in years. You literally have dozens upon dozens of boring dungeons and the majority of them are straight path, wall pull and die. Nothings original anymore.
Leave some of the old stuff alone ffs.
Why would they nerf it, previous squadrons were doing Stone Vigil just fine, in fact I spammed this dungeon to level up their attack stats because it was the fastest, around 8-9 minutes with them. Sure, they can't use cannons... but there is no need for it when the boss dies before 2nd tornado.
Hall of the Novice was only ever designed to give you the very basics of what your role does in a dungeon. Heck, Cutter's Cry is a 38-40 dungeon and was most definitely a tutorial in nature. The final boss was the first one to feature actual mechanics with the Blue/Purple move out/in that could reasonably kill you if you messed them up more than once.