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  1. #1
    Player
    ssunny2008's Avatar
    Join Date
    Mar 2014
    Posts
    577
    Character
    Micela Arzur
    World
    Shiva
    Main Class
    Pugilist Lv 90

    About the first 2 Endwalker dungeons (possible Spoiler)

    So i finished half of the expansion right now and just wanted to drop some feedback about the first 2 dungeons.

    We started the first one and it felt aweful. We just ran from wall to wall again without getting any XP. Big pulls aren´t a thing too. Just 3-4 adds per wall? Just why? Give us atleast something to do.
    Ok so far, a little bit more disappointent than expected we moved on. The first boss goes really into the right direction with his random orbs finishing his casts. Even if it´s just aoe spam at all, you´ve to move and you´ve to check and remember his casts to know what the orb will do at the end. So far it´s nothing for movement cripple or ppl who don´t check out some castbars. Sad that the tankbusters are getting shown instead of being just casts or random hits, but everything else is alright.

    Time goes on and we come to the endboss. It´s really great to have 3 bosses at once and that they come back halflife if you kill one too early. The aoe spam is a serious dance and puts someone under pressure. Well done so far, everything what i would like to see it, that one boss might be tethered to a DPS and he needs to kite or something? That all 3 of them focus the tank and doesn´t hit that hard is a bit too easy. But hey, it seems to go in the right direction.

    So far i´m still disappointed about the wall to wall bang and add changes, but i looked forward to the 2nd dungeon thx to the first boss mechanics. But sadly it got worse again.
    Pulls got even worse than before. Sitting in an elevator, waiting for the trashpacks to appear, 2-4 adds at best. Why do i even have defs as tank? Noone really knows.
    Instead of some high mobility bosses like the previous dungeon had, you just stay there and spam your attacks. One of them does the typical +/- magnetically thing or shows one of his moves right before the fight starts at a NPC meanwhile losing 10% of his life, because we´re able to hit him.
    Another one is just doing 3 moves in a defined order. One is a long casted aoe on some maptiles, the other 2 moves are just long casts and you´ve to become either a little WoL or a frog. Nothing special, nothing to to care about, no real movement required, not double / triple bosses, no real hardhitters, nothing. Just some lame stuff we´ve got multiple times in the past. Even the Endboss Anima is nothing but "cross some tethers, avoid some long casting aoes".

    I really thought things would´ve changed to the better... atleast stuff about the bosses, but sadly the first dungeon endboss seems to be an exception and beating addpacks have become even worse. What is so hard to let us pull as much as we want?! Or spawn us directly in front of the boss, when adds are irrelevant anyways?! Who knows...

    (Btw loot is still irrelevant and in some form copy & paste from older customs. It´s sad.)
    (1)
    Last edited by ssunny2008; 12-06-2021 at 05:07 AM.

  2. #2
    Player
    Asta_Umbra's Avatar
    Join Date
    Sep 2021
    Posts
    12
    Character
    Happy Khaos
    World
    Odin
    Main Class
    Paladin Lv 90
    I mean there are people that would complain about big pulls, but even then it still felt like there were big pulls during the first two dungeons (maybe not the second). They also were hard hitting and tanky too, which sure can go either way opinions wise.
    (0)

  3. #3
    Player
    ssunny2008's Avatar
    Join Date
    Mar 2014
    Posts
    577
    Character
    Micela Arzur
    World
    Shiva
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Asta_Umbra View Post
    I mean there are people that would complain about big pulls, but even then it still felt like there were big pulls during the first two dungeons (maybe not the second). They also were hard hitting and tanky too, which sure can go either way opinions wise.
    The first one had atleast more than just 3-4 mobs between the 2nd and the endboss yes.

    Maybe some would complain about big pulls, but you could always ask for solo pulls overall. But getting blocked by some walls, elevators or scripted spawns is just a timewaste for no reasons for some more experienced players. The 3rd dungeon is even worse with it spawns and waiting times about this concern and i see it them overall even less interesting with adapted endgame-gear.

    Those wall to wall bangs are just boring and since SE don´t give af about interesting content in that way, why do they waste time to develop them? I guess they want some time-sink content to artificially stretch the game-time and to keep ppl invested as they do with relic and fate grind. But if this a thing, and i´m sure it is, they could also make it less wall to wall bang and somehow more interesting.

    Either they should leave the players the freedom to go through the trash-adds in their own way and speed or they should get finally ride of them. Or at best, develop something serious...
    (1)