Quote Originally Posted by SillyCrow View Post
Aurum Vale is kinda an exemple. If there's more chance to wipe then you spend more time in the dungeon and then you don't want to run that dungeon again unless you are forced to.
Aurum vale was the first real test of your metal on the way to endgame. It was where people learned that it was no longer a snooze fest going for dungeons, and in the future they where asked to do more things then just sit and listen to podcasts, eat a sandwich and chat with their friends on Discord, while tanking a dungeon.
The cyclops was the great boss where you suddenly had to keep your eyes open and learn the signals he send you. Something that till now had been spoon fed to players by the developers. Now they threw you for the wolves by letting you have to use the top floor of your body and actually do a bit of thinking.
On top of that it was a dungeon you easily could avoid. Just don't unlock it and you where golden.

Personally I like to see there is a bit more bite to it in the dungeons, then just having to spend 20 minutes being bored for a few tomes. I rather spend my 20 minutes being on my toes and in the end be rewarded with the feeling that it was a job well done. Each party pulled their part off just right and we made it through in the end.

So this go out to all the dungeon devs.
Please, bring back Aurum Vale to its state before telegraphed attacks and nerfed bosses. And when you create dungeons in the future. Be creative, do things out of the norm, and try out new stuff. Like the boss in the lvl 65 dungeon where you have to position yourself right to pass.
It is things like the old Aurum Vale and that last mentioned dungeon that makes them fun. The rest just turn in to one same grey mass of something with a titel of dungeon no one really bother to remember. So bring in some sas, bring in some challenge, don't fear to be creative and challenge the players. The victories are sweeter when its been a good fight with a bit of a challenge to the player.