CoF : P1 & P3 Finale
The boss in path 1 was much tougher, not very PuG friendly. What you fight now is the result of forum feedback.
Also in path 2, at the point where you have to defend magg while the bomb reaches 100%, it’s not fun, pointless and stupid. Just run around, die, respawn, run back and die again…
I’m not asking for any nerf, because as rhodoc stated the dungeon is easy as it is, but too many fights are simply boring and repetitive.
You can outperform Effingy’s pathetic pre-nerf regeneration, you can’t outplay invulnerability.
It just seems like a really poor way of allowing the boss to do their ability, all you can do is stand there and stare then roll that obvious 5 second animation.
I agree with Fynda. In no way shape or form should I be forced to die in a dungeon. That’s what the bomb event is. The current strategy calls for starting with 2 people in the room and you alternate when one person dies. This continues for 200 seconds for some unknown reason.
In fact I have run Path 2 about 100 times and I think it needs to be scraped until it’s fixed. Magg bugs 90 percent of the time when crossing the lava. How this even made it into a game is beyond me.
You are not forced to die. You can complete the encounter without even downing once.
You are however provided with a way to exchange repair money for encounter completion, that is a pretty big design flaw imo.
Paths 1 and 3, as dull as they are, at least work and isnt idiotically hard.
Path 2 however, the door part is a bit absurd. The time length for the bomb is fine, its just that the mobs spawn far to fast, adjust the timers of the mob spawns in accordance of the bomb timer and it would be fine, also making the archers dungeon elites did not help either, arrows do about 2-3k per hit now.
Its sad that every group Ive seen lately require the entire team to Normandy the door event in pairs of 1 or 2 just to beat it.