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Info The Dungeon Feedback Thread

Discussion in 'Wynncraft' started by Pepo, Jul 7, 2020.

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  1. AmbassadorDazz

    AmbassadorDazz Discord Killjoy Staff Member Moderator HERO

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    Keep in mind that there are two more Dungeons in The Forgery that has not yet been revealed (Corrupted Galleon's Graveyard and *insert wild speculation here*), so Level 100 for Tol isn't that much of a dealbreaker.

    I do agree that there should be another Tol altar, though (whether it requires The Olmic Rune or not depends on CT).
    *laughs in CLS, pre-rework CSST and CIB; nods in current CSST, CUR, EO*
    This is the reason why I said I won't touch CUC, as this is not just a major bug with the dungeon itself, but a major bug with the game. This happens to Orange Wybel, Garoth (some folks can attest that me and a couple of other people managed to kill Garoth through his insane HP pool, but he still does run the risk of glitching out of his arena) and most if not every Legendary Island boss. This is a gamebreaking bug that can ruin not just dungeons, but any boss fight in general.
     
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  2. btdmaster

    btdmaster Famous Adventurer VIP Item Team

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    There is apparently a TOL altar in sky islands btw. Worse rates than the olmic rune one but still exists. Haven't found it though
     
  3. Lex!

    Lex! :] CT Manager QA GM CMD CHAMPION

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    nah, it just doesn't exist. was meant to happen but it slipped through the cracks and didn't.
     
  4. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    ..What's your favorite dungeon? What section of its gameplay makes it special for you?
    Decrepit Sewers.
    The theme and builds are incredible! It really makes me feel like I am in a sewer, especially the parkour section. Another thing is its lenght - it is short and simple, meaning you can do it quickly if you want to. My only suggestion is to add a short parkour at the end. Please don't change it except this.
    Honorable mentions:
    Infested pit
    : It is the only dungeon with great entrance, not just short passage to key collector (EO really misses the oppoturnity). Reduce the amount of needed tokens in the first room to half and it will become a great dungeon.
    Sand-Swept Tomb: Not as amazing as the other ones, but after rework it became great.
    Fallen Factory: Even though it is long and not that interesting, the dialogue is one of the best I have ever read.

    What's your least favorite dungeon? What makes it not an enjoyable experience for you?
    Corrupted Undergrowth Ruins.
    The normal version is fine, but the tweaks done to the parkour (especially third) really makes me hate the dungeon. Remove some of the clickable launchers and it might be fine.
    Other than that I really don't have one.

    What's your opinion on dungeon parties and the big XP gain that comes from them?
    I as a player that usually doesn't attend these I am neutral. Fact is that players can rush the end-game pretty quickly, but on the other hand it is one of the main two things that make profit to Wynncraft (the second is Prof parties)

    What could be done to make dungeons feel more replayable and interactive?
    I would say more variation like done in SST/CSST or better dialogues like in IP (the hanged man)/FF, which would make the player feel like They are noticed and not alone in the dungeon.
    Rework IB/CIB to not look like some little frozen cave but at least like big frozen cave.
    LS/CLS should be remade, at least the second and third battle parts so it isn't so boring.

    Thanks for your amazing work
     
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  5. Zyrbaiakor

    Zyrbaiakor From the Shadows VIP+

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    I am not a dungeon enthusiast; I read all the other replies on this and can't agree with some of the opinions so take my statements with a grain of salt.

    What's your favorite dungeon? What section of its gameplay makes it special for you?

    Mine is EO. I see dungeons as content that isn't appealing to a single player, and are actually enjoyable when a group is involved (this is the backbone of my response to the next question). Since at least one run of EO is required for access to Dern / A Hunter's Calling, and because EO is extremely difficult anyway, a group makes things a lot better.
    And because the "non-boss" parts of the dungeon are shorter than usual, the consequences of lag aren't as grave (ex. the mobs in the bridge room are most likely too distracted / laggy to lock on to you even if you don't ride a horse [though I've always used a horse in that room, shoot me]). The boss is well designed, and the wretches can be dealt with quickly when 3 or more players attack them.
    EO is also my favorite dungeon because the aesthetics make it a paranoid and unpredictable location to wallop in, with the boss room looking like something out of a creepypasta. Also, the dungeon rewards cost the least runs compared to the other dungeons...
    What's your least favorite dungeon? What makes it not an enjoyable experience for you?
    Apparently I speak way more negative things than positive things.
    CIB and FF are tied for my least favorite. If / when they make CFF, THAT will 100% be my most hated no matter wHaT QoL / extra difficulty changes they implement, so long as it's only a corrupted version and not a rework.
    The reason? Grinding. Mob tokens. I'll address CIB first. Until today I had no idea that IB / CIB were meant to showcase (abuse) elemental defenses. But that aside for now, running around the first room looking for the right enemy is incredibly tedious. Might I add that you have to wait / cycle around for some to respawn just to meet the quota? The parkour / invisible maze / running are all tolerable because of no interruptions. But in the last room... (oh right I forgot to mention the one room where you kill like 40 enemies. It is only a waste of time imo because the mobs don't present any threat and just knock you around / away from the collector.)
    More grinding? If you don't move the 300 mobs surrounding you give you slowness? Invisible biting gusts swarming you every other time you kill anything? The chance that one of the tokens will bug and get voided when you turn all three in? Not fun at all. But the worst part - is this enemy you might have heard of - Shade of Theorick. I don't know why the **** it has so much health. What is it weak to? Earth? I fought it with an Alkatraz. And it still took upwards of 3 minutes to kill. And this is an enemy you're supposed to fight at level 90. I'm not judging but mAyBe something needs to be reworked about this enemy.
    The boss? Annoying, shotgun does high damage, and teleports every 1s. As an avid hater of mob spells I can't stress how tilted I got at this point. With the rest of the dungeon in mind, this is the least satisfying way to end it. If there is one positive thing about this dungeon, it's that you get to pound Theorick's face in for being an a**hat / hoarding money or something. And you get to denounce him in AHC. Good.

    Ok, because I spilled my salt container on that one I'll be brief with FF. I can see why people say it's their favorite dungeon: the interactive mechanisms, the room size, and the cool-looking mobs. But for me, the grinding ruins everything. I like to go through dungeons at a constant rate, not have to sit around for more enemies to spawn. Apparently the spawn rate in some rooms is actually low, so that should be increased. In fact, the spawn rate should be so atrociously high that players are constantly being swarmed. Collection becomes easier and players will get some dynamic gameplay. In the last room, the amount of tokens you need is just ridiculous. Even if the last set of scraps to get up and cores to break the screen were gone, the "boss" still takes an additional 10 minutes. It doesn't help that the actual mob you face has 500% walk speed...
    By the way, I've stated my dislike for the Supercomputer in the past, but will bring it up again. I despise how you can't kill it, since it has back-ups. The problem in Corkus will never be solved, and the villain will continue to be a condescending text-to-speech ***** until everyone is gutted by tin cans.
    What's your opinion on dungeon parties and the big XP gain that comes from them?
    I like the concept, don't know about you guys. When every quest in this game gives 1/4 of a level (with a few exceptions, few enough that they don't make things any easier) and there are almost never more than 2 quests per level, it's only natural players turn to grinding / dungeon parties. Grinding happens to be a monotonous, mouse-destroying process that isn't intensive at all unless dxp / txp is active with a full set of xp gear. So dungeons are the most effective way to level up. I can see new players getting caught too long in the process and missing out on doing quests at their intended level, but many endgame quests are buggy and imposing on players who aren't overleveled. In addition, some Gavel quests are very boring. A lot of people said this, and I agree: that dungeon parties take effort / $ to organize, so the xp gain is worth it.
    What could be done to make dungeons feel more replayable and interactive?
    In general, token rooms are the reason why dungeons take so long. At least change them to mobs killed, like in A Journey Beyond. Finding the mobs takes long enough, and the chance of missing tokens on the ground especially during multiplayer is a thing. When enough mobs are killed, players can click on the door to open it, so they can notify others before doing so.
    Another problem is the amount of runs needed just to buy one item. EO has just the right amounts to buy the weapons imo. No one wants to run FF 11 million times just to try out the items. The rates for legendaries should be reduced to no more than 4 runs, and rares should just be 2 or 3.
    A new idea I came up with is difficult shortcuts in every dungeon with 5 paths for each class. They can show up during a parkour room or before a token room and can end up skipping those rooms. Players can only attempt it once per run and it requires extreme execution (maybe timed parkour or acrobatics w/ spells). This provides a learning curve for players who are running the dungeon repeatedly and if they can't master it, the skilled players should be able to complete 3 dungeon runs in the time that non-shortcut players complete 2. This might end up splitting the groups up too much, though.

    tl;dr:
    Token rooms bad, change to mobs killed count, CIB and FF have the biggest reasons to destroy the boss yet both have completely unsatisfactory endings. Also, dungeon rewards should cost less.
     
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  6. lunarlight

    lunarlight Owner of Elysium & Boreal Marietta VIP

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    What's your favorite dungeon? What section of its gameplay makes it special for you?
    Corrupted Undergrowth Ruins (not in party form), The parkour is the most enjoyable to me, being a quick dungeon, and the boss is essentially a burst damage test. I also like eldritch outlook but I feel that is more of just a final boss, not a dungeon.
    What's your least favorite dungeon? What makes it not an enjoyable experience for you?
    Fallen Factory. I enjoy the idea of the dungeon, but the extremely slow token rooms and extremely long parkour just makes it not that enjoyable. As well as antikythera just kinda existing in the end. I constiently have to use movement spells to get through the parkour.
    What's your opinion on dungeon parties and the big XP gain that comes from them?
    I feel that they can be fun, but if possible a way to change XP gain to scale with the amount the player contributed to completing the dungeon?? If possible that would prevent people from just sitting around in Cosmic Set getting 3m+ xp.
    What could be done to make dungeons feel more replayable and interactive?
    Make keys easier to get. As well as making more variation, similar to the CSST/SST random rooms.
     
  7. FelixTape

    FelixTape BRuh Item Team CHAMPION

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    What's your favorite dungeon? What section of its gameplay makes it special for you?
    Favourite dungeon would have to be Decrepit Sewers. It's such an enjoyable intro to dungeons and i always have fun measuring my early damage against Witherhead. Witherhead is a solid basic fight, just move in and move out to avoid arrow storm. The simplicity of it is charming and enjoyable

    What's your least favorite dungeon? What makes it not an enjoyable experience for you?
    Like most other people, Lost Sanctuary. The three room token grinding is irritating and drawn-out. I feel like a lot more could be done with the entire dungeon with the whole creeper genocide theme, and the Garoth fight has multiple common glitches such as creepers taking annoyingly long to spawn and Garoth cuddling the inside of a wall.

    I was originally going to do an honorable mentions list here, but i have a lot of gripes so uuh

    The Underworld Crypt Charon fight is unique, Innovative, and a new take on a boss fight. However, back when the Zombie dungeon was right outside detlas and you used to brave the tree to meet Charon, I remember getting goosebumps all down my arms because of the danger the original Charon fight radiated. Charon used to be extremely difficult, a true noob killer. Having Charon as a difficult roadblock for new players was an experience i won't forget. while i like the modern version, it just doesn't give off the same tension. (Mostly because you can just spam the earth warriors and win every time.)
    I suggest a phase 2 where Charon kills the remaining army soldiers and comes down from his pedestal to take you on head to head. It would make a lot more sense for the same guy who threatened to string you up like a lifeless puppet to face you head on in his dungeon.


    What's your opinion on dungeon parties and the big XP gain that comes from them?
    I personally think dungeons are much more fun as a group, and that it should be encouraged to always bring friends through.
    As far as numerical XP goes, im not well up to speed on party XP bonuses and the sort. I think dungeons should always be a surefire way to gain 1-4 levels in a playthrough.

    What could be done to make dungeons feel more replayable and interactive?
    #1- More randomized rooms as seen in Sand Swept Tomb
    The variation of the parkour and token gathering sections of Sand Swept Tomb make me look forward to the dungeon much more than any other (except EO because cool boss), and I would love to see it across all the dungeons save for maybe Sewers and Pit, to keep them simple to start out with. However, Some measures should definitely be taken to keep groups of players in the same rooms, because the way they get seperated in SST now would destroy dungeons if it was like that for all of them.

    #2- Better and cheaper dungeon loot
    Currently, you could be forced to run a dungeon up to SIX TIMES for a single item. I do NOT want to spend an hour killing Theorick for a Blasphemy. (btw nerf that thing)
    As far as "Better" loot goes, im mostly looking at EO. an incredibly difficult and endgame dungeon like EO should have a reward for whatever build you're going for. While that realistically can't happen, there is no excuse for the pitiful amount of weapons in the current shop.

    #3- The removal of the Forgery and the addition of new original dungeons
    I am all for completely removing the corrupted dungeons outright, i've never liked them. While it would be upsetting for all the work gone into changing Undergrowth Ruins and Ice Barrows, the Corrupted Dungeons take away from the magic of having an experience of a cool new boss and original storyline like the Wynn Province has. Bring back MortalMountain2020?
     
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  8. DaCorruption

    DaCorruption Serves Dern.

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    What's your favorite dungeon? What section of its gameplay makes it special for you?
    Galleon's Graveyard. It has a fun OST, and a fun ship minigame. There only grind section is iirc the beginning of the dungeon, and dungeons based around grinding aren't really fun, in my opinion.

    What's your least favorite dungeon? What makes it not an enjoyable experience for you?
    Decrepit Sewers. It's just incredibly grindy. Almost all of the sections have you collect tokens, with like one parkour section in between.

    What's your opinion on dungeon parties and the big XP gain that comes from them?
    Usually I don't do them because every dungeon party server fills up instantly, and because I have alternative ways of gaining XP. But if I do get into one, I just run through it a few times until I level up, not a big deal, and I don't get bored to death while doing them.

    What could be done to make dungeons feel more replayable and interactive?
    Less grindy sections I guess, especially in dungeons which are almost completely based around grinding and grinding tokens over and over, instead opting for more minigame sections to spice up the dungeon a bit and make it more bearable.
     
  9. burble

    burble dragon fruit go roar VIP+

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    What's your favorite dungeon? What section of its gameplay makes it special for you? Either Fallen Factory or Undergrowth Ruins. The parkour sections of both are very unique and as someone who really enjoys parkour, the parkour sections can make or break quests and dungeons for me.

    What's your least favorite dungeon? What makes it not an enjoyable experience for you? Sandswept Tomb. I like to run dungeons with friends, and Sandswept Tomb makes it harder to do that. There are separate parkour courses which oftentimes separates you from your friends.

    What's your opinion on dungeon parties and the big XP gain that comes from them? I usually enjoy dungeon parties, though it can get boring after a few dozen playthroughs of one dungeon in a row. I'm fine with the amount of EXP they give, though.

    What could be done to make dungeons feel more replayable and interactive? Perhaps making keys easier to get, especially the Corrupted ones? I also think it may be more enjoyable if Gavel had original dungeons, instead of just the dungeons of Wynn with higher leveled mobs and a new colour palette. It would definitely feel less repetitive if either the Corrupted dungeons deviated from the normal dungeons more, or if Gavel had its own unique dungeons.
     
  10. chryssie

    chryssie ultimate cur hater CHAMPION

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    What's your favorite dungeon? What section of its gameplay makes it special for you?
    fallen factory. people complain a lot about this one but once you do the dungeon enough times, it's just smooth sailing from start to finish. the conveyer belt is easily passed with a horse, the parkour has multiple ways you can do it and movement spells cheese it very hard. boss is fast but he stops once in a while and you can just burst him down.

    What's your least favorite dungeon? What makes it not an enjoyable experience for you?
    oh yes complaining time.
    LS/CLS
    we're off to a great start. why does the burning bridge cause my pc to commit nesaak 589 AP? and why does it disappear? the only solutions to this part are getting a horse and riding it or using your movement spell. it serves no purpose, and can easily be removed. once you drop down the hole, you see a creeper to kill!... if it would spawn correctly. the mob doesn't even appear in the cramped room, instead it spawns in the wall. if you're not shaman then you should just do /kill, close your pc and go play some other games. if you ARE shaman and you DO get the tnt, congratulations! you have a chance to complete this dungeon, if garoth doesnt bug out.
    UR/CUR
    the lag makes the parkour ABSOLUTELY UNBEARABLE. how did NO ONE point out that the new parkour is all based on your ping? due to this, the first and third parkours become so annoying to get through. players with 200+ ping will be left behind if you are in a cur party. lag-based obstacles like this should never exist in a game ever, because it punishes you for not living in NA. instead of doing a parkour normally youre forced to master your movement spell just so you can proceed. the parkour should just revert to the slime block parkour.

    What's your opinion on dungeon parties and the big XP gain that comes from them?
    xp from corrupted dungeons should definitely be nerfed, the level 60-90 quests are definitely some of the better ones and dont deserve to be skipped.

    What could be done to make dungeons feel more replayable and interactive?
    more weapon/armor options .
     
  11. BanTheNons1

    BanTheNons1 Well-Known Adventurer VIP

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    get internet
     
  12. burble

    burble dragon fruit go roar VIP+

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    I definitely understand where you're getting at. I can't imagine the frustration players with bad ping would feel, though I do enjoy the parkour myself--it's unique.
     
  13. Epicness937

    Epicness937 Thesead water god. HERO

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    1: I like fallen factory the best...yes I know most disagree but I find it has a really cool story and alot of neat mechanics not found much in other parts of the game.
    2: I absolutely hate corrupted underworld crypt because it is so filled with bugs its borderline unplayable. You can skip survive sections, you can get left behind on the boat, you can get thrown over the barriers of the survive sections, the bosses in the survive sections can one shot you for no reason, and most of all the final boss fight is the most bullshit fight ever created because its so buggy that I swear you can run the whole dungeon and have only a 50/50 chance of it working. I feel this dungeon needs a real rework and should be temporarily pulled from the game.
    3: I personally like dungeon parties however I don't like the pay to win aspect of them. I think that keys should be easier to obtain in larger quantities (guardians can drop more than 1 maybe?) so that you and your party don't have to waste a ton of le on the market or a few hours of your life grinding enough keys.
    4: I think a few things could be done to dungeons. Firstly I think the parts that are more frustrating as opposed to challenging (all of CUC and the csst parkour) should be given things like checkpoints to make them more tolerable (like the parkour in CUR.) I like when there is dialog when playing through and would like to see more of that as well as more cut scenes so long as they don't break the game with parties (Like in corrupted infested pit.) I would love to see gavel dungeons that aren't corrupted dungeons though because honestly it feels like once you run galleons graveyard there is just nothing new for awhile. If we could get something like a level 55, level 75, and level 85 dungeon that would be really freaking cool. Another thing I would love to see is a questline for the levels of corrupted dungeons (by levels I mean the keys made from each type of rune) which I think could make leveling in that range a bit more fun and give more narrative to the story at that level as corrupted dungeons feel alot like "oh these are old dungeons on fire" as opposed to actually being filled with lore.
     
  14. 100klemonreimu

    100klemonreimu Poison Warrior Supermacy

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    Currently I tried decrepit sewers-undergrowth ruins.

    Ratings and comments: [atmosphere/mechanics/balance/lore(background)/personal gameplay experience)] out of 10
    DS- [5.7/7/7.5/5.5/6.5] (the harsh sewer and its lore isn't my cup of tea, but I admit it's levels are well made and the balance very good, the mobs seemed a little easy as I don't think someone will go there at level 5-10)

    IP- [7.2/7.7/6.25/5/7] (like the parkour and close gate mechanics, its just spiders at room 1 a bit op while easy to be trolled)

    LS- [9.1/6.8/6.25/7/8.5] (love the atmosphere a lot. For Garoth boss fight, despite the creepers' appearing do not making sense, is a brilliant mechanic. Mobs other than lizard seemed weak tho (in contrast purple lizard is deadly for those who don't have positive fire defence))

    UC- [8/8.5/7/6.5/7.5] (this level introduced lots of cool mechanics, only things that can be complained is that monsters at room 1 seemed a bit slow and the boss is hard to understand for players who haven't played them)(I play this dungeon at a high level but I think its the same)

    SST- [7/7/6.5/7.5/6.25] (I actually died to the boss and didn't succeed completing it, parkour with mirror is a bit confusing, but overall its good)

    IB- [8.3/6.5/6.25/9.25/6.3] (room 4 being slightly unessecary, and room 5 snowballs scared me. But it does have good mechanics and atmosphere. The Theorick bossfight is very tough(not saying his stats but the frequency of his teleport and pull), I play as mage so I still get over it but for other classes I guess it will be extremely hard. The ice cave are well-toned and not lame, which is cool, but /i have a little suggestion: enlarge the holes from floor 5 to 6 and 6 to pre-boss chamber to make it more natural)

    UR- [8.8/7.4/5/7/4.8] (while the idea of the parkour is super cool I found the wall jump especially in the last parkour very hard to do, and the bounce pad sometimes bounce a few blocks less. The monsters are too easy, but the escort room is very hard and messy. The atmosphere is extremely nice tho. And the boss, idk if this is supposed but literally 4 slykaar slimes spawned, and when I finally destroyed the large slimes some small ones suddenly spawned around me and I got instantly slain)
     
    Last edited: Oct 1, 2020
  15. Pixelæs

    Pixelæs just a mathematician

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    What's your favorite dungeon? What section of its gameplay makes it special for you?
    Going have to go with a tie between FF and IB. FF is built really nicely, and the boss actually having some personality does wonders for the experience. IB, with the well-implemented lore and build, is really nice, and the combination of puzzle and parkour is a nice touch.

    What's your least favorite dungeon? What makes it not an enjoyable experience for you?
    Going to have to go with GG, with an honourable mention to CUC. GG, since the lore is awful, the dungeon isn't fantastic, and key guardians are annoyingly rare and spawn in far-off, unrelated places, like the Dernel Jungle. CUC, since without Charon getting constantly stuck in the wall makes it just unfeasible to grind.

    What's your opinion on dungeon parties and the big XP gain that comes from them?
    I'm okay with them, although I think they should be slightly nerfed, by only giving the rewards to anyone who has met a certain quota (did enough damage, healed enough, etc.), which would make massive CUR parties less common.

    What could be done to make dungeons feel more replayable and interactive?

    I'd say making the spawn locations of the normal dungeon key guardians actually make sense, like the GG Guardian spawning around Pirate Town or Dead Island. Adding a bit of unique dialogue for each dungeon run, like making the dialogue for the second run different from the first, and the third different from both of them, would make it slightly better, but I'm not sure if this is possible.
     
  16. 100klemonreimu

    100klemonreimu Poison Warrior Supermacy

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    Updated
     
  17. ghoti0315

    ghoti0315 buff assassin CHAMPION

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    is that a necro or it just get unpinned
     
  18. ghoti0315

    ghoti0315 buff assassin CHAMPION

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    I know someone necro'd this but hear me, with the forgery chest thing I think the more opinions the better, so it wouldn't be nice to lock the thread.
    Bugs aside, I think Underworld Crypt is the best dungeon so far. Most dungeons feature the generic "fight mobs for tokens to open the door" and parkour, which is... I won't say it is bad but it feels so unoriginal for me. However, Underworld Crypt is more focused on survival and your brain (the plant vs zombie boss kinda) instead of kill parkour kill parkour kill and parkour phases. (Even though if you do UC too much you will still feel bored but UC is a unique one)

    Honorable mention is Fallen Factory, which features the conveyor belt session which requires more than your parkour and combat skills, but the session is very laggy in my laptop so it isn't really a favorite for me but it is still fun.

    You are expecting Lost Sanctuary here? NOPE. The one I hate the most is Corrupted Infested Pit. It is just a renamed and retextured dungeon with the mobs with just higher health and higher damage. Yes this is the case of most corrupted dungeons but the boss here is STILL being so dull and the other bosses being okay.

    (I know right, same logic applies to CDS)

    Dungeon parties are fast yes, however if you are just using keys to do dungeons they are not even fast. Dungeon parties even cost real life money (which doesn't grow on trees). Big XP gain isn't even a problem at all, since people are getting like 20-30% (am i right?) xp with morph set when they are below level 105. I mean with 4x xp it is completely fine.

    And poor grinding spot balancing is one of the issues too, like seriously grinding spots should be giving wayyyyyyy higher xp than dungeons in similar levels, since you get tokens and fragments from dungeons but you don't get a lot of stuff from starred mobs. Also not all classes are good at CC (Assassin isn't that... good really).

    I think that some dungeons that only costs you 3 minutes to run (cough CDS CIP) should be reworked because these two dungeons in particular are very trash dungeons in level 70 standard, instead of nerfing xp sets or whatever.

    Also if they are detecting activity for forgery cuests then they should also make activity detection for XP, so that it could discourage wall hugging. It could fix some problems (or "problems") with dungeon parties, such as if you guys think wallhuggers should have less xp, then this is a good idea. People who actually do stuff here deserve the high amount of xp, not even taking into account that dungeons XP are low without XP sets and DXP (Maybe EO is an exception but its time taken is quite long for a lot of people).

    Maybe I am going off topic above but yeah you know the problem, people are using dungeon runs for XP instead of actually enjoying the content. I believe that puzzles like the desperate metal water flow one or like the aldorei one should be put in dungeons. However if puzzles are put inside then it would be much more enjoyable since current state of dungeons features only combat and parkour. UC is an exception though.

    Somebody in other thread asked this question and it is worth thinking about:
    And I am copy-pasting some of my points here:

    //First question. "A better way to get mythics" implies that mythics from dungeons are a thing, which isn't.
    Okay I am not being a grammar Nazi here, but I do think that you should be, at least ABLE to get mythics from dungeons. However dungeon running shouldn't be better than loot running, here is my reasoning:
    - As the name says, "Loot" running is for loot
    - Dungeons gives XP and tokens, which can be used to get some useful stuff, like gathering tools and powders (if you run CUR)

    That being said, Mythics should be guaranteed after opening some chests, for example if the chest is 1% mythic chance, then make it guaranteed per 60-70 chests, and the countdown resets whenever you get a mythic from the chest, even though the countdown doesn't even hit the chest numbers required yet. This could at least motivate some people because RNG unluck can get REALLYx100 frustrating. (if you play warframe then feel me)

    And if you said, "Oh, a guaranteed mythic? That makes the market even worse you know?"
    60 forgery chests means 420 dungeon runs, and assuming all runs are 4 mins CDS runs, you still need up to 1680 minutes for one, which is longer than one day. I guess you have to sleep and got IRL stuff to do so you aren't playing 1 or 2 or 3 days straight, right? Not to also mention, you have to either pay real life money or find 400+ key guardians and 800+ nii runes for that.
    Before the guaranteed mythic it is purely RNG though, so it is either luck or time.

    Ok I am going off topic but anyway my idea is, at least tell them that "You can get mythics if you stay here for some time". For effectiveness I don't really care though, just please give us another way to get mythics other than loot run or grind ToA.

    Second question. Dungeons should be more difficult, yes. I am not saying that "omfg cip and cds is ez turn it to the eye plz", but for level 70 or 74 dungeons it looks lame and it is just the initial dungeon with harder enemies. I mean the boss (Corrupted Witherhead) shows its gimmick (even though it doesn't really work well) but still nope, it is still lame, considering the fact that I can kill it as a lvl 65 assassin with random gears.

    I get why people dislike dungeon running a lot, since what you do there is just parkour and kill people and parkour and kill people and parkour and kill people and kill boss (ok maybe its not a person) but yeah you get it, dungeon running are too tedious, and at some point (here I mean: cds and cls as a whole, survival phases at cuc and cib, etc etc) you just literally fell asleep while doing them.

    The eye, is difficult AND fun because it feels like a raid boss more than just a 3.5-mil health zombie. You don't spam your left click and right click at it all the time because you have to care about other stuff (wretches, the two ranged guys in the first phase, etc etc). So actually people rant about the CLS dungeon itself more than ranting Garoth (uhh maybe yes but for me Garoth is okay), and they did great job in doing uc/cuc.

    Some people may mention level scaling. That is a sure for me but how do you elaborate "level scaling"? If you are going there as a level 106 person, they should be level 100 or something, sure. But only doing such scaling is NOT enough, level 106 guys there are waiting for challenge here, and level scaling, by my definition, is basically just tweaking the health and damage to the standard stats of other mobs in the same level. And will it makes more difficult? Yes, but it is definitely unfun. The points of interest of dungeons should not only be their rewards, but also their actual "fun" part.//

    Basically the point of dungeons is, at least make the whole thing more fun other than just a bunch of morph people with a rich person run dungeons and level up in 10 minutes. And at some point make it more rewarding by forgery chests and maybe some kind of guarantee system so that people are more motivated to do dungeons not only for XP. Also to open a forgery chest you have to be active in dungeons so wall-hugging is discouraged.

    As for how to rework enemies though, at least give them skills instead of just buffing their health and damage.

    EDIT: omfg my godlike typo, "forgery quests" haha
     
    Last edited: Oct 1, 2020
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