Of the three paths you can choose from in explorable mode, two of them have underwater bosses. For most people, this is already very anti-fun.
Both of these bosses have stupidly high HP, especially for underwater monsters.
One of these bosses (Wollom) has a stupidly high damage attack with no telegraphing. The minefield he tend to shoot at people – at point blank range – will happily chew off 23k of a toughness/vit warrior.
The Svanir Maulers and claymores underwater are doing 20k damage hits, again with no telegraphing. Not so great.
All the paths have a guy who does ‘Frost Magic’. It’s a good mechanic, nice and fun. But putting down 4-5 almost directly onto each other = dead person. They seem to enjoy putting this onto people who are already downed. Instant death isn’t so fun for most folks.
People are already pretty anti underwater combat, but when you throw in the above issues it really turns into a big hassle. The fact two of the main path bosses are entirely underwater (and beefy HP/def wise) means a lot of people are fairly likely to ignore this dungeon (even though one path is not underwater). Would be nice to get a a few of the above issues looked over by the staff again to see if they’re ‘fun’ or just ’don’t bother’.
While you’re there, how about account bound dungeon tokens and maybe lowering the 60+ dungeon runs for a set thing? 60+ runs isn’t really ‘fun’ for most people. 60+ runs of a dungeon almost nobody wants to do is a nightmare.
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