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SPOILER Ranking Every Dungeon From Worst To Best (in My Opinion)

Discussion in 'Wynncraft' started by Torpid, Jan 5, 2020.

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  1. Torpid

    Torpid Torpid Torpedo HERO

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    HEAVY SPOILERS FOR EVERY DUNGEON

    I see a lot of people talking about what dungeons they don't like. "Galleon's is so boring" or "Undergrowth is so buggy" or something like that. Today i've decided to voice my opinion on them, except im going to be saying more than the negative aspects of the dungeons. I'll be going from the worst, leading up to best.

    Disclaimer:
    I never actually have done Eldritch Outlook and i dont really know anything about it other than it's very very hard and it has a parkour people dont like. So that wont be anywhere on the list.
    This is purely my opinion, if you disagree that is completely fine. I also would like to say i mean absolutely no hate or insult towards the creators of these dungeons or any staff who worked on them. Now let's get into it.

    Lost Sanctuary: In my opinion this dungeon is easily the worst. I somehow managed to completely forget about it, and the only reason anybody should care about it is for it's corrupted version, because Centipede can work really well in some builds. The dungeon basically boils down to a short parkour, killing some creepers to get through a door, killing more creepers to get through a door, and so on and so fourth.
    After that you get to do a long parkour which isn't too bad because it doesn't incorporate any buggy add-ons like jump pads or what Ice Burrows does with disappearing ice. Then after that you basically play a game of "Try to survive" while you wait for some TNT to fall to kill the boss. This basically means that the dungeon doesn't even LET YOU KILL THE BOSS YOURSELF and forces you to make the boss fall into the hole. 2/10

    Decrepit Sewers: Just a tad better than LS, the reason why i like this one a little more is that the combat challenge before the boss is just very nicely built. The quest to unlock it is also not difficult at all, meaning you dont have to go through a lot of trouble to even unlock the dungeon. The bad parts of it include that basically everywhere except the combat challenge is very small. So small in fact that it severely limits how much you can use movement spells.
    Also as warrior it's really easily to completely skip the parkour. The boss is also relatively creative, giving us more than just "Ranged mob shoots you and sometimes teleports or charges away".
    3/10

    Infested Pit: A mediocre dungeon where two thirds of it is parkour. It is relatively easy parkour though. The whole "spider hive" theme is done well with the eggs and bodies of failed adventurers. It boils down into just parkour and combat challenges, and the boss is also pretty simple. But the whole spider hive theme is executed perfectly and i wouldn't mind doing this over and over. 3/10

    Sand-Swept Tomb: Okay i really got to talk about the quest for this one, it's fun, it's unique, and there aren't many quests that make me look forward to doing them. That said... The dungeon itself is mediocre. The building blocks used are pretty bland, and it's a bit all over the place.
    Parkour, combat challenges, survive challenges, but the parkour is not too difficult and im sure that the boss would blow the minds of a first-time player. So for the good quest and twist in the boss fight, it's near the middle of the list.
    4/10


    Ice Barrows: I dont have much to say about this one. It's just a bit boring, but it's at least got a very enjoyable quest and some creative survive sections. The ice parkour is a little annoying as the ice might not load fast enough if you sprint through it and you'll just fall through the floor. The things you can get from it is pretty good though so it's actually pretty worth doing.
    5/10


    Galleon's Graveyard: I recently did this a bunch, and by a bunch i mean like only 15 times. The quest isn't too fun but it's at least not horribly long. It starts off like so many dungeons do with a combat challenge, then after that we get an extremely bothersome "parkour" where Whirlpools have to launch you up platforms. But here's the trick. It's buggy. And sometimes you will be pulled off platforms by the whirlpool below you, or you won't be able to get the next whirlpool to send you up, so it's a bit of a painful process though.
    After that you get to be taught how the cannon mechanics work, to kill an armored pirate. I find this bit a little unnecessary as later on in the dungeon you are told how to defeat Redbeard by a prisoner, but whatever. Then you get to do a very unique and creative parts of the dungeon, the sea battle. It's not difficult or buggy, it's not too long or too short, it's an amazing part of the dungeon and easily my favorite part of the dungeon. Then you get to run to the ends of rooms for tokens, yada yada... Do a short parkour, and boss time. It's exactly like the armored pirate except it just takes longer to finish. It's creative but a little buggy. 6/10

    Undergrowth Ruins: Woah unpopular opinion, UR isn't bad! If you're running CUR with 30 people it might be "a little" harder due to lag, but the parkour is creative, the escort is a bit bland but at least it's short. The combat challenge is unlike any other in the game, and Slykaar's design and boss fight are pretty good. I think part of the reason this dungeon isn't very well liked is because they run CUR with a load of people which makes it much, much harder.
    7/10

    Underworld Crypt: The exact opposite of the last one, this is a relatively popular opinion. It's pretty short but in a good way, it's mechanics are great and it probably has the best boss fight in the game in my opinion. Just the idea of commanding an army to beat an undead army is just brilliant. Also it's got a super cool entrance which is random but i have to mention it.
    8/10

    Fallen Factory: Well would you look at that, someone who likes FF! Just in general i think that steampunk is pretty cool, and this is one of very few bosses in the game that has a cool personality. Antikythera has been alone in the factory for so long, it just wants to be entertained by seeing you run around the factory. The conveyor belt is hell for anyone with a bad computer but it's at least got some menacing machinery. Then Antikythera does the most evil thing of any boss in the entire game, forces the player to kill a dog. It's so evil in fact that even Antikythera is surprised you did it, shattering it's last hope in humanity.
    The boss fight is pretty simple but some would see that in a good way. About the quest, it is THE ONLY dungeon in the game to have a two part quest, other than Eldrich Outlook. But those quests are more about exporing Dern than getting access to EO so i dont consider it the same. So a boss with a personality, cool mechanics, the boss is actually evil, and you have to complete not one, but two quests to prove yourself worthy to fight it. The equipment is also really good too so, yeah. It's my favorite.
    9/10


    So there you go, in order, my most to least favorite is: LS, DS, IP, SST, IB, GG, UR, UC, and FF.
    I hope you all have a good day.

    I'm Torpid Torpedo, and thank you for coming to my TED talk.
     
  2. btdmaster

    btdmaster Famous Adventurer VIP Item Team

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    Imo sst deserves a better rating (yes ik its your opinion and all but i can try to change it) because it used to be even worse, and then got updated so that each run you do about 3? rooms are not definite, there are like 3 different options that it randomly chooses between so it doesnt get boring (although this does separate you from your friends/party/whoever sometimes)
     
  3. Torpid

    Torpid Torpid Torpedo HERO

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    Yeah, but it just seems so uninspired. As if they went "okay what can we do for a desert dungeon" and somebody just went "parkour and a survive phase". It doesn't have anything like FF's convener belt or GG's sea battle. They could have something more creative, maybe like some sort of puzzle where you have to stop a giant sarcophagus from opening, something timing-based or something similar to that. It's just not got any especially cool things about it.
     
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  4. Geede

    Geede Wynncraft Newbie

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    IMO, Lost Sanctuary is an above-average dungeon which was quite enjoyable to run through the first time. The quest, although not mind-blowingly amazing or innovative, had cool cutscenes and gave another purpose to the Roots of Corruption (the only other quest which used the location at the time was Temple of Legends). The buildup towards Garoth wasn't immensely great, but it also wasn't terrible. If we don't count the quest involved for the dungeon, then Lost Sanctuary itself still has some redeeming features. For a start, the aesthetics of the dungeon are gorgeous, I'd argue that Lost Sanctuary is the best-looking dungeon by far. I do agree that the creeper genocide section is quite repetitive and tedious, but the beautiful environment helped ward off the boredom of doing this part for the first time. The parkour was quite average and somewhat unforgiving, but it transitions the scenery from a green sanctuary to a corrupted, eerie surrounding. I personally think that there's nothing wrong with a boss fight which doesn't allow you to damage the boss directly. Hell, everyone loves Underworld Crypt, and that dungeon uses the aforementioned concept. Yes, the execution of Charon's boss fight is way better than Garoth's, but I view Lost Sanctuary's boss fight as an introduction to these indirect boss fights, meaning it should be simpler than later versions. Therefore, Lost Sanctuary is, from my opinion, a solid dungeon and not the worst dungeon in the game, as a lot of the community seem to make it out to be (that title is reserved for Infested Pit holy crap that dungeon is boring).

    I agree with the majority of the rest of your list, Sand-Swept Tomb should've been a bit higher since it shifts between different parkours every time you run it, as btdmaster mentioned. Nice tier list!
     
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  5. one_ood

    one_ood c lown VIP

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    ok so first of all i thought you were judging the dungeon and not the quest and rewards, but whatever.

    imo:

    Decrepit Sewers is the worst. By a lot. Super linear, literally just combat-parkour-combat-boss. But making a player collect 42 tokens? The hell is this bullshit? Actually, guess what? I don't even know if it's 42 tokens, or if that's the order of the dungeon, because of how fucking few times I run it because of how bad it is. Who had the brilliant idea of making this the first dungeon a player encounters? On my first playthrough, there were no dungeon quests, so I wasn't even remotely motivated to do any dungeon up until the Forgery, because my dungeon experience was ruined by this dungeon. Also, bad quest and mediocre rewards. -3/10

    Infested Pit is second-worse, but far better than Sewers. Still overly grind-y combat rooms, but at least the rooms have nice spawnrates. Unique twist of putting a helpful information NPC in a dungeon, I like that. Slime block parkour is fun, nice boss with the tunnel blocking mechanics, it's an OK dungeon but nothing special. If we're talking about the quest, I liked it a lot. Good cinematics, and I enjoyed how it was literally just a running and jumping simulator. They also executed the supposed theme of the dungeon nicely. 2/10

    Underworld Crypt is next. In theory, it's a really nice dungeon, where there is very little of the parts of dungeons that players hate (parkour and token rooms), but the sheer amount of buggy-ness makes it so fucking annoying to run. Did you know that a mage can TP glitch all 3 of the survival stages? Did you know that a shaman can cheat all 3? Yeah, not a buggy dungeon at all. The boat stage is good in theory, but the boat moves so fucking slowly that it becomes even worse than the survival stages played legitimately. The boss theme is actually really cool, where you are supposed to strategize about counterbalancing timers and benefits of each troop, but in actuality, spamming the dudes to the left of the General works, and really doesn't have any strategy. Did I mention that half the time Charon gets stuck in the side walls and you can't kill him, so half the time you are forced to lose? The quest was OK, but honestly messed with Beyond the Grave, which was a much better quest. Without the cool theories at play in this dungeon, since they were executed so poorly, this dungeon would be below Infested Pit. 3/10

    Lost Sanctuary... Oh boy. Very obnoxious starting quest, but I don't judge a dungeon based on its requirements, unlike some people. Cool theory, our boy mass-extinction Garoth, and they executed it pretty OK. Very nice aesthetic for a dungeon, though I feel like the jungle theme would fit more with Undergrowth Ruins, but I still liked it. Parkour at the start is kind of buggy, but not a bad parkour, and not excessively long. Good way to introduce the exploding door mechanic in the starting room, and good way to make token rooms less grindy and more survival based. Not a terribly long parkour later, and the whole dungeon was mostly just running up until the boss. Boss mechanics here are, well... quirky. Making the player kill the minions to "weaken" the boss works in theory, but trying to bait Garoth into the hole is a fucking nightmare unless you jump in too. I don't like how you can't kill the boss, but so far, this dungeon is the best. 4.5/10

    Undergrowth Ruins is overall an OK dungeon. I genuinely enjoyed the starting quest, but since I'm not counting that in my rating, it doesn't matter. The first room is a good way to introduce the buggy, ping-based parkour, so it's a good intro room. Escort part is bland, but a new dungeon mechanic that we haven't seen, so that's nice. Now for everyone's least favorite part of the dungeon! The parkour! Oh boy! I hope you live in the United States or Europe, because if you don't you can't do this parkour! That's right, if you have bad ping, you're fucked! That is what I like to call not a good idea! This is a cool mechanic in theory, and was fun in AJF, but it is honestly so painful in this dungeon because of ping lag. Good theory though! Then we have the token room, with the double token tier action that we also see in Ice Barrows, pretty nifty idea, I like it. Then we have the fucking nightmare of a parkour in the next room, where we all just spam our movement spell until we get to the checkpoint. I like having a checkpoint, though. Grindy token room, but all dungeons need one of those... wait! They don't! Still, has a nice elevator in the middle so I can't hate it too much. The boss fight is OK, but no one likes multistage boss fights unless they are interesting, and surprise surprise, this one isn't! This is just a tedious DPS test. Overall, dungeon is buggy and very ping based, but it's OK. 5/10

    Ice Barrows is a nifty little dungeon, in a nifty little out-of-the-way town. Nifty little starting quest, and a nifty little aesthetic for the dungeon. The first token stage is just obnoxious, especially for new players who don't know that only some mobs drop tokens, but at least the grind stage doesn't take too long. Next we have delightful ice parkour, yay! It isn't too bad, and a nifty little parkour room between combat stages. Then we have the 32-token grind fest, but at least spawnrates are high. Next stage is also a learning phase for new players, but once you figure it out it isn't too bad. Tunnel survival stage is a pain, but at least it goes by pretty quickly and you can easily do it with a horse. The two-tier token stage appears again, and is still just as grindy, but a nice niche. Theorick boss fight is pretty uneventful, but hey, at least elemental weaknesses and we knew who we were fighting before the actual boss fight. 5.5/10

    From here on out are dungeons that I actually enjoyed doing and thought were well-made!

    Sand-Swept Tomb had one of the best dungeon quests in the game, thanks to @Ascended Kitten , except for when the wagon doesn't leave Rymek. Oh well, we don't judge based on that here. The change to stop CSST parties actually made it a more enjoyable dungeon solo, because now you get a different version of the dungeon every time! Survival stages, parkour stages, running stages, token stages, this dungeon has everything! I especially liked all of the parkour stages, because they weren't ping based! Cool boss fight with a twist, genuinely well-made dungeon. 7.5/10

    Eldritch Outlook. Could be better, considering the significance of it, as the gateway to Dern, but still a pretty nice dungeon. Surprised the CT didn't play around with any of their fancy toys, but I guess they saw how much everyone loved Undergrowth Ruins and other dungeons with weird, unhelpful special effects. Great questline leading up to it, cool dungeon looks and theme. Nifty little bridge and door-opening sequence at the start, then a grindfest of a token room, with a cool mirror, at least, but solo you have to run back and forth like 4 times, so it's only OK. Cool bridge, very nice looking wormhole, and cool run stage if you fall off, but again, you can use a horse to cheat it. Climbing towers and going through portals at the top! Yay! Nifty miniboss sequence, you have to fight 5 so that's cool, different elemental weaknesses so you have to choose your path carefully, but only if you already know where everything is! Wow, smart! The parkour that had to be nerfed because people are too dumb to use Optifine Zoom straight down, but I actually liked this parkour, and it gets easier after you do it once. Now for everyone's favorite boss, because you can either get carpal tunnel for 15 minutes of spellspam solo, or have half of a group get murdered doing it as a group! My favorite lose-lose situation. At least there were some cool things like the laser and the mid-fight minigames, but it really is just a 3.5 million health DPS test. 8/10

    Galleon's Graveyard, my second favorite dungeon. I've only ran this dungeon once, because it isn't good for EXP, had an obnoxious starting quest, had no worthwhile rewards for me, and is so out of the way. But the content is great! Cool aesthetic, helpful information NPC (again), boss that fits the theme very well, unique mechanics! First, we get the grindfest out of the way, but it's only 16 tokens and isn't too bad. Parkour uses... interesting mechanics again, and though they are somewhat buggy, still a nice parkour. Great introduction the boss fight mechanics, showing you what you have to do, but with an easier opponent. Pirate ship fight is... actually, my favorite fight in the entire game, because you don't have to just spam spells to win. You have to actually use your brain cells in a fighting situation. We need more fights like this or Quartron. Token speedrun stage is nice, nifty new mechanic shown, but not overly long or boring. Boss fight uses a nice fighting mechanic. Overall, this dungeon is really well put together, aside from a few small bugs, and uses revolutionary fighting techniques which are much more enjoyable. 9.25/10

    Fallen Factory is easily the best dungeon in the game. Even though it is probably the longest, I disliked none of the stages (except maybe the first one, because, yay, grindfest). The tokens weren't just gold or diamond cubes, and actually made sense to use, the boss was witty and provided comic relief, overall making the dungeon more enjoyable, the new techniques and mechanics actually functioned (wow, a first, I know), and the whole dungeon flowed really nicely. The first stage can be cheated by most classes, but actually doing it isn't too bad, because high spawnrates and Antikythera commentary. Vent crawling with more commentary, pretty nice. Amazing survival stage, instead of just spamming mobs that are higher leveled than the player, CT actually gave us a fun, challenging running phase, which is actually more difficult than the entirety of Decrepit Sewers, even without the minimal amounts of mobs. We are then treated to more Antikythera commentary, giving us a good laugh, and then you continue to a kill room, where you kill the 4 important mobs, which, again, drop tokens that make sense. Now we get a tone shift from the supercomputer, where we are actually treated as an entity, instead of a being barely worthy of attention. Now for the most fun parkour sequence in the game, you have to turn on the moving mechanisms and then climb to the top, using gears, elevators, and launchpads. Really fun stage overall. And, you get to press a button! Yay! Simple walkway with more witty commentary, nice view too. Combat stage, but at least tokens make sense. We can press another button now! Sadly, the dungeon actually played you and your emotions like a fiddle, and you can either choose to /kill or kill a defenseless puppy. If the murderer in you chooses to continue, you get fight 2 minibosses and a boss, but you have to get tokens to fight any of them. Upon entering the arena for cores A and B, we get more Antikythera commentary, but this time directed at a Cerid, before the supercomputer realizes that you, in fact, are not Cerid. The actual boss fight is pretty easy, except for the boss's massive speed. Well-made, fun, and functioning dungeon, we probably won't ever get another this good, so enjoy it. 9.75/10
     
  6. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    You actually can't. See, the way it works it that it's just a visual effect; the path through is traced with barriers, which get replaced with ice as you walk over the path, and turns back into barriers as you walk off it. It's literally impossible to fall through the floor, because the blocks are always there.

    As for what's boring about it, would you mind telling me?
     
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  7. one_ood

    one_ood c lown VIP

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    idk about OP but i didnt like the tunnel stage, because you just had to run around on a horse while waiting

    also the token room spam in this dungeon is just a massive pain, there are, what, 3?
     
  8. Torpid

    Torpid Torpid Torpedo HERO

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    There just isn't much going on, except for the survive phase. Ice walls appearing in front of you, and you need to wait for them to melt/disappear. The rest is either parkour or grinding.
     
  9. CountBurn

    CountBurn Hackysack? HERO

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    I'm pretty sure I have run ff 30 times and I have only read 1 line of diolauge because it plays when you wait for a door to open, and that's pretty much all ff is, waiting for a door to open
     
  10. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    Try it without a horse once, huh? Try playing the game without using a horse in quest caves and dungeons and such. Seriously, seeing rooms decried as boring because everyone just gets on their fucking horses and avoids the challenge makes me so pissed off you don't even know.

    ...and people have complained a number of times throughout dungeons and such that rooms without enemies can just be run through without issues, which is why token rooms are there in the first place. Plus, Fallen Factory has more. They're themed slightly differently, using the cores and scrap, but they fulfill exactly the same function. Fallen Factory has four token doors before you get to the boss, at which point there's five. Nine total compared to Ice Barrows' six(one in the first room, one in the third, four in the sixth).

    So, because it lacks specific gimmicks, it's boring? The enemies themselves are a stronger fare compared to other dungeons, and have gimmicks associated with them innately. In the first room, you find enemies with a high health pool and a severe earth weakness that can be exploited, ranged mobs that hide in corners and ceilings to snipe at you from afar, and effectively invincible enemies that relentlessly chase.

    The second room has another enemy with an annoyingly high health pool that stands in front of a button you need to hit to open a door. The third room has enemies that swarm like crazy and split into tiny, dangerous, hard-to-hit self-destructing enemies, adding to the chaos. It used to take 44 tokens, and one of the tricks of the room was that hoppers(while they were around) took tokens slower than the new token collectors, meaning you had to wait out the token timer while the enemies swarmed faster and faster, but that's gone now...

    The fifth room features once again very bulky enemies with the earth weakness standing right in the way, and takes the ranged mobs hiding in the shadows to a new, dangerous height by adding in burst fire and combining them with other, faster enemies. It's notable that if you get caught in the ice wall as you're trying to pass it, you get punished with really harsh slowness.

    The sixth room has each of the minibosses, with a ranged mob that leaps around the room like crazy, a fast and very powerful melee mob with very deadly attacks, and the culmination of the element defense gimmick, a mob with 90000 health that's only really vulnerable to earth attacks.

    I tried to save the gimmicks for where they would count most; the parkour sections. However, people have taken to nerfing the first parkour with each update, meaning that it turns out to be unnecessarily basic when before you had to use the ice's momentum to make some jumps. I'm still proud of the invisible maze, I just wish there was an easy way to randomize the layouts each time. And the fifth room is probably one of the most dangerous in the game at the level! It's just that fucking horses being ridden where they should be ridden ruins it. I'm half-tempted to just put a hundred enemies below the floor in the dungeons so people can't get on their horses whatsoever.

    Do you really think that more gimmicks should have been used in the dungeon? I've got a few in mind if people really believe it to be necessary, so I'm legitimately asking.
     
  11. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls HERO

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    do whatever you guys did for the CSST, and have multiple rooms with different layouts. it'd probably be nice split up groups so you're not blocking each other's vision of the eye path markers

    also, dungeon theorick sounds nothing like everywhere else theorick and that bothers me a lot
     
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  12. Torpid

    Torpid Torpid Torpedo HERO

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    Yes, in my opinion at least, yes. Every dungeon shouldn't consist of the same recipe.
    Combat, parkour, combat, parkour, maybe a survive section, boss. A lot of dungeons basically just follow this exact recipe, an example could be Decrepit Sewers. Combat, Parkour, Combat, Boss. Then Infested Pit, too. Combat, parkour, combat, boss. Then you have dungeons that have uniqueness to them. Galleon's recipe is Combat, Parkour with an add on, Combat with an add on, sea battle, timed parkour, parkour, boss. It has unique qualities to them.
    Every dungeon shouldn't just be the same dungeon with a different theme. Honestly you could just rebuild SST to be like IP and there would be no change. It has nothing about it that would be strange if you were just fighting spiders in a hive instead. Try to apply this to Fallen Factory, it wouldn't make any sense at all to be running on conveyor belts with saws and jumping around on machinery if you're fighting spiders in a hive. FF has unique FACTORY things about it. Ice Barrow's has a cool ice parkour, and ice walls for the survive section. But it doesn't have anything heavily winter themed outside of that.
    If a dungeon doesn't have specific gimmicks, it has no personality, it has no soul. It could just be easily reskinned with no confusion at all. But if you reskinned, say, GG to be ice themed, it wouldn't make any sense why you are fighting a sea battle, or using cannons. Same goes for UR, if you re-themed it to be like, SST. It would make no sense why you are bouncing off of walls. It's a slime-themed dungeon that has SLIME gimmicks along with it.

    It's the gimmicks that are the best part of any dungeon. Without them they are just the same bland recipe.
    Combat, parkour, combat, boss.
     
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  13. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls HERO

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    My personal list goes like this:

    Lost Sanctuary: I hate this boss. it's straight up a worse version of CUC's boss in a more cramped environment, and the flamethrower can often reach throughout the whole arena, making it nigh undodgeable. The rest of this dungeon is just chasing the creepers, which is annoying since they actively run from you, while hoping on of the ranged ads doesn't steal your kill.

    Infested Pit: There is no reason to play with the gimmick of this dungeon. the 'stand on a plate to close the spawn points' isn't worth doing when every class has an AoE (besides archer, which gets one three levels above the recommended level for the pit). It's actually more risky to try to close off the spawns than it is to just fight the ads. the reskinned slime block parkour is a step down from UR's, too. I wish that the main mechanic of this dungeon was something cool like wall climbing or combat on walls, since. y'know, spiders.

    Ice Barrows: I'm gonna have to agree with the people on this thread; Ice barrows is bland. The spikes in the boss fight are cool, but otherwise there's not much going for it. The earth weakness 'gimmick' doesn't really matter for anyone since it basically means just spam earth spells or swap to an earth weapon and immediately do the same thing you were just doing. It's just not that engaging IMO it'd be cool if there was an ice melting mechanic like that one part of frost bitten. Then, over time while fighting theorick, damaging and slowing ice would slowly creep onto the battlefield, and every one in a while you'd need to grab something and melt it away, only that requires you to swap off your weapon, so it becomes a balancing act. That'd be cool and create a sense of urgency while fighting the boss. It's still above the first two because the eye mazes are cool, though.

    Sand Swept Tomb: This is probably the most replayable dungeon because of the randomization. Otherwise, it's kind of just a normal dungeon and would probably bottom out the list

    Decrepit Sewers: Honestly, this one is kind of bland, but it gets a pass in my opinion since A. It's the first dungeon and most new players are probably still getting used to the actual game mechanics, and B. The boss has dynamic terrain and cover that you're actually supposed to utilize. I wish it was used for more than just blocking arrow storms, but that's still a step up from literally every other boss in the game with just a flat nothing for an arena. It'd be cool if there was a survive section where you were switching the sewer channels around to wash away the mobs, or something like that, though. Also, I have to address this:
    At level 9, which is the recommended level, you don't have movement spells.

    Undergrowth Ruins: This is probably the first dungeon I actually really like. The Escort part is great and the parkour is probably the most unique out of all of them. I don't like the part with the ruin collapsing, but it's still a definite step up from the normal token collecting. It's definitely an improvement over the pre revamp UR. Also, I don't know if this applies to the normal dungeon since I never had it happen there while leveling my shaman, but the fire crosses and exploding spears are super cool in the corrupted dungeon.

    Galleon's Graveyard: I don't like the boss fight. The cannon balls are just too annoyingly inconsistent. Everything else is top tier, though, especially the pirate battle, which is probably the best single non-boss part of any dungeon ever.

    Underworld Crypt: I love the boss fight and the boat section, and the survive parts are pretty cool, though I wish there was more to them. I wish there were more adds in the boat section, but otherwise it's a unique, very well designed experience.

    Fallen Factory: Fun Parkour, unique token collecting systems, best dialogue, the conveyor section is cool if a bit annoying at the hammers part, and a great second phase boss fight. The only part I don't like is the first phase of the boss fight. It's just token collecting like everywhere else, with some occasional TNT. It'd be cool if Antikythera was at least trying a little harder to kill you, with saw blades running through the floor, and fans blowing you into the saw blades; things like that.

    Eldritch Outlook: I love this dungeon. The boss fight is easily the best in Wynn, and is the right kind of constant chaos, where it escalates as the fight goes on. you actually need to watch your positioning since runes and holes spawn under your feet, while trains and wretches run through mid. Then, every once in a while, you get "breaks" with the falling eyes and the magma cube train station. Also, I love the intermission rooms through the dungeon that actually make you FEEL like you're climbing the tower. There's a sense of progressing through the dungeon that you just don't get with the rest of them. I don't mind the parkour, either. the token collection portions are unique and definitely better than any of the other token parts, too, besides maybe FF. My biggest gripes are that the loot just isn't that good, and the key guardians are fucking hide and seek champs, but it's still an amazing experience. Oh right, there's also the fact that this is the only dungeon not a multiple of three. 0/10, fix immediately.

    Overall, the thing I think I'd like to see the most for dungeons is the use of unique items like those in Frost bitten, PONR, or OOTG. Things like the melty stick, soul swapper, or double jump feather. all of those were super fun to play with and I'd love to see dungeons focused around things like those. Like, imagine a void based dungeon where the main gimmick was a double jump, and the boss fight took place on a bunch of varying elevations. That'd be amazing. Imagine the parkour, or fighting flying mobs.
     
    Last edited: Jan 6, 2020
  14. I_cecubePY

    I_cecubePY Skilled Adventurer

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    UR in terms of enjoyment: 15/10
    In terms of harshness: -1/10
    The escort part is a bit difficult, and you can be left behind in a CUR party if you don't finish the parkour on time
     
  15. Benjin

    Benjin Famous Adventurer

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    Wait, are you talking about pre or post revamp (not Silverfish Dungeon of course)
     
  16. LeeSoonkyu

    LeeSoonkyu Wake me up when dern's come outâ„¢ HERO

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  17. Torpid

    Torpid Torpid Torpedo HERO

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    ________________________________
    Well it is true you can do that, it's extremely difficult/impossible if you do the dungeon at the level you're meant to. (21-30)
     
  18. Corrupted_Night

    Corrupted_Night Well-Known Adventurer VIP

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    It is not that diffcult tho.
     

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  19. Torpid

    Torpid Torpid Torpedo HERO

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  20. one_ood

    one_ood c lown VIP

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    obligatory "if life gives you lemons..." but with "if wynncraft gives you horses..."
    but if it really is such an unwanted mechanic, can't horses just be disabled like in guild wars?
    about the room, though, i have played it without a horse, and i must say, it still wasn't fun. i just spammed my movement spell, but if you tell me not to use one of my spells to get full enjoyment, that's on the dungeon's design, not on the player
    well, two of the final token doors in FF are just making sure that you actually did the dungeon correctly, so i dont really count them. this is where i would say that the first token room can be cheated by any class, but i'm sure you wouldn't like that, so i'll say 7 well made token doors where the tokens actually make sense is better than 6 token rooms where you throw some gold cubes into a hole in the ground. if you didnt want players to use a horse to run through the mobs, why the hell did CT include that one LAST JUMP on the bridge in EO where instead of just sprinting, or, if you would prefer i use the correct terminology, running, as the name implies, you have to hop. if that hop didnt exist i wouldn't ever use horse in EO, and that's a fact.
    well, yes, the lack of uniqueness generally implies boring or bland or common. and the "higher level in relation to the player" doesn't make it unique, it just makes it a pain. earth weakness is unique, i guess, but it just makes you spam earth spells or weapons. i'm assuming the point of this dungeon was to teach elemental weaknesses or spell conversion, because literally no one does elemental exercise. in that case, i can see why this mechanic was let through, but it honestly just makes the dungeon more boring by removing different playstyles/builds/weapons. invincible enemies were nice, but never a threat tbh, and ranged mobs in corners are the reason that i never run dungeons unless necessary.
    honestly, i miss hoppers. now we cant ruin high-level corrupted dungeon parties with the good ol' emerald-in-hopper. just putting a strong dude in front of the door makes it feel like an exclusive NYC nightclub, and that isn't exactly the vibe the dungeon is supposed to give, afaik. enemies that multiply on death are actually a really nice mechanic, like challenge of the blades. my problem with this room is that's it's too easy, because all classes have a pretty OK way to avoid the burst damage.
    imagine trying to use debuffs effectively when mage exists. or assassin spin attack. ranged mobs are annoying but not overly difficult, and oh boy, our favorite "gimmick," spamming high earth weakness. yay for this room.
    yay earth gimmick. honestly, getting tired of it. imo, the mobs should've had different weaknesses to better teach spell conversion. minibosses are a good feature in a dungeon, but the way that EO or Galleon's Graveyard did it, with one as just a series of minibosses with no grindfest between them and the other as a training and learning experience for the boss battle. but this room is just a next level grindfest. with an angry rabbit mob. nice.
    honestly, i hate parkour nerfs, personally, but i see why everyone else loves them. parkour was the only way to split up a dungeon party, and if you cant split them up, that means the entire dungeon gets nerfed, and that's tragic. ice parkour is worse, imo, than slime block parkour or other parkour gimmicks, but its still a fun addition to the dungeon. wish the old one was kept, tragic. invisible maze is nice, only way to improve would be to do a random layout thing, but i have no idea how to do that, unless you make the entrance to it a tp-door style thing like SST with the random rooms. ice barrows is also one of the hardest things in the game at the level, so i would assume that part of it is the most dangerous thing in the game at that level, but my assumption that that would be the boss was obviously incorrect. if horses were taken out this room would be more difficult, but then it's movement spell spam, and that means no more movement spell i guess?
    i think that more gimmicks should be used in any dungeon that feels like it was just a reskinned template of the basic combat/parkour/survive/boss sequence in dungeons. my two least favorite dungeons lacked gimmicks (DS- combat/parkour/combat/boss, IP-combat-parkour-combat-parkour-boss), and the only reason i didnt rank ice barrows lower than crypt or undergrowth ruins was because at least it isn't buggy or ping based. if i had perfect ping and the bugs/exploits were removed, i would rate UC and UR much higher, and ice barrows lower.
     
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