Sorrows Embrace Explorable
I think the best fix they should have done was make it so the first wave of adds doesn’t run past the bridge where people hide, and then the 2nd wave spawns after the first has been killed… 12 waves is just a big FU trying to get players into other wings.
Yeah, that’s also an issue, because these take so long to kill, the second wave is on top of you before you have had a chance to kill the first one off
Man, I’m really glad I ground out my 500 tokens a long time ago. P1 was the only one that you could do it in a reasonable amount of time. P3 was ok, but P2 is just an absolute nightmare with the sheer amount of trash you have to kill.
I think one major issue that is prevailing in these dungeons is trash mobs have an insane amount of HP but almost no reward for killing them. Thus, it becomes much more time-efficient (if the goal is to farm gold, items or money) to skip as many of these mobs as possible and hit only the bosses.
If the philosophy of the dungeon loot process were to change, I think you might see people exploring/completing dungeons more fully. Why not give these difficult and time-consuming trash mobs better loot tables for killing them? Why do they have worse loot tables than silver or trash mobs in open world environments? Give them a high chance to drop T5 or even T6 crafting materials, yellow weapons, etc. Make it worth the player’s time to actually kill the trash.
If the goal is to have complete exploration of the dungeon, give players a motivation for doing that, rather than just encouraging them to hit boss after boss and reset the dungeon, or not even complete the dungeon at all and simply reset it to hit easy bosses at the beginning over and over again.
STD [Scarlet Gave Me Harpies]
Maguuma
I did path 1 last night, we burned down the boss in between waves. I feel like this was intended because there is no way you can take on the grenadiers plus the boss. Had we not killed the boss between waves, we were planning to kite the adds away from the 1 or 2 people that would have stayed to finished off the boss.
did this with guildies last night. Have they lowered boss hp and upped damage? Admittedly 3 of our players were new, but nokk and tazza both seemed to have way less hp than I remember, while also actually downing some of our party (beyond tazza’s red circles, which never touched anyone)
As for the grenadiers, I find that you should wait near the waypoint to fight them. There’s A. more room, and B. if someone dies, they can come back into the fight right away, with several seconds of immortality. We downed the first barrier between the 3rd and 4rth patrols. And we killed the trash near the boss between 5 and 6. Then came back for the boss at the end of the 7th patrol.
It’s a little frustrating, and it really only serves to add about another 15-25 minutes of trash clearing to the dungeon. If I wanted that i’d just run military path, which has the (arguably) more fun boss fights.