Here are my thoughts about big events like temple, dragon etc. My issue is that almost all of them are unfailable and some of them are safe in a sense that you never actually take damage. I’ll skip Balthazar temple one as I’ve tried it only a few times.
I’ve played these events both with melee and ranged and pretty much all of them are easier with a ranged character. There aren’t too many events in the game in general that favor melee over range.
TEMPLE OF DWAYNA
The good: I like Dwayna event chain most of all the temple events. It’s split into multiple parts that mesh well together and has actually two significant bosses. The fights themselves are longish but not ungodly long.
The bad: I’m not sure why you removed the extra spawns from the initial priestess fight. That’s pretty much the only spot where the event could fail and I’d rather fail an event in the beginning rather than the end. Especially when it’s a relatively long chain. I’d actually like to see them added back. Currently it’s way too easy.
TEMPLE OF GRENTH
The good: It’s challenging and fun. There’s actually chance to fail. This is the second best event of all temple events. Ice circle attacks and shades are a great addition. I also like the fact that pre-event is relatively short and failure is only a single step back because the fight with the priest can be quite punishing.
The bad: I thought stability was supposed to protect from launch? I’ve hit stability multiple times just when the launch patches appear and it never seems to block them. The patches are pretty much too fast to avoid without having some panic button which allows you to fully mitigate the damage. There needs to be a bit more time to react to them since there are so many of them.
The impossible: Not sure if this was fixed in the patch since I didn’t run the event today successfully. The champion wraith does insane damage since the previous patch. The life drain AoE which covers whole temple kills all players AND Jonez within a minute at most.
TEMPLE OF LYSSA
The good: Again I like the pre-event chain. Considering how long the pre-events themselves are I appreciate the fact that you can fail them only once.
The bad: This battle has always been long-winded and boring. Since the patch before this one it got even more so. I’m least likely to do this event of them all. It’s just so very boring.
Suggestion: Make the pre-event location defenses mandatory again. Just make sure people will earn the full reward if they stay behind. Currently everyone just rushes the priestess because that’s where the real reward is. Change the priestess fight in a way that she starts portaling out people to those defend locations when a certain number of people within the temple core is exceeded. Basically limit the number of people that are able to swarm her while funnel the rest into defend locations. At the same time significantly reduce her hp and make her own attacks more dangerous as opposed to adding gazillion champ enemies.
TEMPLE OF MELANDRU
The Good: High priest has some fancy moves…
The Bad: No chance to fail whatsoever. The defense fight after high priest is unnecessarily long and there’s still no chance to fail.
Suggestions: I’d probably roll the defend the interruptor and high priest fight into one. This looks like a good spot for “defend against increasing enemy swarms” battle. Make this an attrition fight. Instead of swarms of champion mobs add multiple easier suicide bomber mobs combined with vines and other things that cripple, bleed, and otherwise inflict conditions on players. All this while fighting the high priest should make the battle exciting.
(edited by Northlander.4619)