CoF 3rd Path Feedback

CoF 3rd Path Feedback

in Fractals, Dungeons & Raids

Posted by: Aecelia.9043

Aecelia.9043

So I just finished the third path for CoF with my guild and overall I found it to be a fun and challenging experience.

My favorites were the first encounter with the torches because I felt it was a good test of individual skill (having to be able to 1v3 your own adds) as well as group communication and coordination (figuring who is better suited to which mob type, making sure the adds are downed and the torches are pulled at the same time) as well as the exploding gauntlet.

There were several parts about this path that I felt like were missed opportunities, all of them related to the bosses hp vs. their mechanics. The siege commander and pet drake ended up feeling like glorified punching bags and more of a time sink than anything else. Why not give them some more interesting mechanics?

If the guy is a siege commander, perhaps have him bombard the area during the fight (simple stay out of the bad stuff mechanic)?

As for the drake, a method for spicing up that fight would be he naturally takes greatly reduced damage due to a thick skinned buff. But when he opens his mouth to breathe fire, you can throw in a bomb/explosive flaming rock (environmental weapon) into his mouth to temporarily make him vulnerable to more damage.

And finally, the last boss. The mechanics to this fight are already interesting and fun, but his pool size just makes the fight seem to drag on. Once you’ve mastered dodging his wave as well as his swings, you’ve pretty much got the fight in the bag. One thing that could make the fight more interesting would be at different health marks, the stadium starts to shrink so that you have less room for mistakes. Where at 100% a knockback from the center of the arena, at best, will send you to the edge of the arena, at 50% it’s a guaranteed lava dunk.

Anyways, just my two cents on this path. Like I mentioned earlier, overall I really enjoy your dungeons but I feel like the boss encounters could use some more interesting mechanics given the size of their health pools. As it stands, the most memorable parts of a dungeon are really the puzzle sections, gauntlets, and trash as opposed to the bosses.