CoE Front Door Route - Evolved Destroy is missing ONE thing

CoE Front Door Route - Evolved Destroy is missing ONE thing

in Fractals, Dungeons & Raids

Posted by: Furienify.5738

Furienify.5738

And the one thing preventing this from being an extremely enjoyable boss fight (assuming the bugs such as teleporting through the platforms into the lava on KD are fixed) is a closer waypoint.

The fight is really fun and fairly creative, which is more than many other dungeons or routes can boast. It makes people want to participate and try their hand. It’s better than pretty much all the world bosses thanks to the acrobatics involved. But it overly punishes you for failure, a huge disincentive for players actually wanting to try the jump down to the boss. If you die, you face a minute and a half runback, and if your party doesn’t have 3 survivors at the end of a run, it’s just wasted time.

Please put a waypoint closer – such as in the Destroyer Crab’s room. There’s not much reason not to – it’s not like the boss naturally regenerates health, making spawn-zerging a troublesome tactic. And with three Alpha encounters, on top of the other boss fights, it’s not like the dungeon is in danger of becoming too short. If this would be fixed, this’d by far be my favourite route in the dungeon.

CoE Front Door Route - Evolved Destroy is missing ONE thing

in Fractals, Dungeons & Raids

Posted by: Fluffycalico.2715

Fluffycalico.2715

Closer waitpoints are ok only if they put up a magic wall to make you not reenter the fight. This habit of death zerging people have needs to stop.

CoE Front Door Route - Evolved Destroy is missing ONE thing

in Fractals, Dungeons & Raids

Posted by: Shiri.6728

Shiri.6728

Death zerging doesn’t even matter on this boss because he doesn’t regenerate (correctly; it would be way less fun if he did given the ginormous failure rate of jump puzzles in the FPS that dungeon gives you.)