Sorry, but huh?! They wouldn't struggle if they used their tools. They have 15 yalm attack for a reason. Use it and you won't get more than one group.
Also, it's a good place to learn situational awareness. The only reason why this dungeons first room is so bad is because players never gave a darn about where they stand. "I'll pull two or three more mobs? Who cares, the tanks will pick them up.".
It's a level 49 dungeon. Everyone can make a mistake, but no run should die a second time on it. It's easy to avoid death doing basic, fundamental things that you are taught in the first minutes of just about any action game in existence. Why people here are excused from learning it?!
Ignoring enmity is nothing new by the time Aurum Vale hits. It's as early as Copperbell Mines on the last boss where he ignores the tank to wham the wall, same with the spawns.
In a party-wide context it's as early as Halatali, with the last boss throwing the fireballs at random party members during his immunity phase if I remember correctly. It's also present in Haukke Manor and Brayflox Longstop among many others.
As for no telegraphs...sorry. Though its swings and swipes may cause a problem (the swing in particular is huge and can catch a melee even if one runs away as fast as possible due to PING issues)...but glower and eye of beholder are really basic. Why would anyone fall for glower past the first time? If a boss, any boss, looks at you at any time, you run. It's simple. The only question is whether to run to the back/front (eye of beholder) or to the side (glower), but again...that's just looking at the skills once. He does have literally four skills. Out of those skills only two have a chance of hitting you generally. Swing and glower for melee, eye of beholder and glower if ranged and swing and swipe if tank. If you fall for any other skill past the first time you see them then you are doing something fundamental horribly wrong. And if you don't, then there are only two skills you need to remember. Cannot be easier than that.
This is the fault of the game for not making Esuna significant. I don't know how a stacking debuff may not be "not obvious". It's a debuff, it's got a number by it and people keep getting more and more damage without being attacked. That's as obvious as it gets. What is a bit less obvious is how to deal with it, but that's already common knowledge.
Let's not assume people that play the game have zero learning ability, yes? The majority of problem in this dungeon comes from people having overblown ego and dropping the fault on others instead of admitting to screwing stuff up and adapting. There's nothing fundamentally hard in this dungeon. Just the fact that making mistakes affect the entire party more often than not. THAT'S something really new.
PS: The first room can be "cheesed" if the tank and healer know what they are doing. Just go hugging the left wall all the way to the boss room (the healer needs to be right on the tanks tails) and behind the corner of it. That will pull the ranged mobs since they have line of sight just like players do. And voila. You have pulled two or three groups of mobs that can easily be tanked and killed by AoE in one go and you're already at the boss room. But have the healer lag behind and the tank is dead due to THEM losing the line of sight.



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