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I despise Aurum Vale.
I hate this dungeon.
I hate it's stupid terrain gimmick and finicky pulls.
I hate it's terrible sightlines and cramped rooms.
I hate it's ass-ugly green filter on everything.
I hate that it comes up for my leveling roulette every. Single. Day.
And what I despise most is what it does to players. Because nobody likes this dungeon, everyone is on edge when they arrive, because every single person would rather be yanking their fingernails off than doing it yet again.
It isn't even difficult. Not by a long shot. It's just tedious and irritating.
Square-Enix. You want us to have fun, right? You've designed numerous dungeons that any of us will take before heading into AV yet again, yet somehow the RNG of duty roulette keeps shoving us into that godawful dumpster fire you've left in this game.
Just flat-out delete it. Nobody will miss it. Nobody.
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Get over it.
I like the dungeon actually. For whatever it's worth.
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It's super nice for XP, it actually gives more XP than Dusk Vigil does if you kill all of the morbol pods.
But yeah, I have bad memories of running it in 2.0 when it was actually pretty difficult. Nowadays it's not too bad as long as people can click on a morbol fruit.
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It's not nearly as terrible as it's often made out to be. I suspect a lot of people dislike it because it's one of those dungeons that requires players to pay attention not only to mechanics but their surroundings as well.
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I like AV and it's great XP for those at that level.
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Really, Aurum Vale isn't that bad (if anything, I would've loved to hear an extended version of its initial theme).
The Thousand Maws of Toto-Rak, on the hand...now, that one is tedious and irritating (seriously, what were they thinking with all that goo in the last third of it?).
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It's nice for exp. It's not bad at all actually. It's only painful when people try to skip all the mobs and kill the seedlings before they hatch, love seeing the exp fly by in the seedling rooms.
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I'd rather get AV a million times than Toto-rak once...
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I only do this (still)very difficult dungeon on a lv60 class and solo finish this as revenge! >->
For regular allowed lv47-49 those mobs are way to heavy! Living bricks with high dmg + annoying traps + mechanics during bossfights!
That dungeon is way harder than any other expert dungeon we had and have currently. <.<
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Any time I get Aurum Vale, I know that I'll likely wind up meeting at least one person that I would rather have not met.
But I think that's the beauty of that dungeon. It's the first dungeon that really puts the entire party to the test. If the DPS stand too far away, they'll either pull an entire mob of enemies or will fall outside healing range. If you don't coordinate who picks what fruit, someone may just die from having too many stacks. The tank has to know how to manipulate line of sight, or the pulls will end up disastrous.
There's a lot to the dungeon in terms of raw experience. It's where I learned to tank and heal. I'd like to see more dungeons like it, personally. I actually ran it solo the other day as MCH, just for fun.