I’m going to try and sum up the really weird parts of the molten facility fractal, hoping some of the devs actually read this and take a look at at what we mean.
Dredge in general:
- Dredge Disaggregators stack permanent protection. This means an overall 33% dmg reduction.
- Their dmg output, especially on higher levels, is decent to say the least.
Scaling in general
The only noticeable way in which this fractal scales with increasing level is the amount of spawning dredge and their HP. This isn’t interesting, it’s annoying.
First room
The first room offers interesting mechanics, forcing the players to coordinate by placing themselves on pressure plates to open gates for their party.
The issues start when those pressure plates have to be activated for a longer period of time, which is the case in the final part of this room.
There are following issues:
- The dmg output again is enormous. An upreared party can get one-shot as soon as they enter the room (not an issue by itself).
- Dredge spawn endless
- 1 Player is entirely occupied by the console, 2 can’t move because the pressure plates must stay activated.
The endless spawn pretty much makes this part impossible without the use of stealth or at least one defensive set up guardian or warrior.
Bomb path
- Endless spawning HUUUGE amounts of dredge without any chance of killing them.
- These endless spawning dredge deny any progress by picking up the bombs required to open the next door.
- Stealth or path blocking guardian skills like shelter, ring/line of warding become mandatory in order to prevent the dredge from picking up bombs.
Turret path
- Apart from the dredge masses requiring lots of time pretty well doable.
Rabsovich room
Rabsovich himself isn’t an issue. With an organized party he dies quickly, his powerful attack is well visible and avoidable.
The issue starts with his adds
- The cart from which the adds spawn seems to absorb attacks, resulting in aoes being absorbed to some part. Together with permanent toughness this means a loss of a huge amount of dmg (46% for skills with an aoe cap of 5 if my math is right).
- The dredge spawn in waves. Every wave is invulnerable for about 5seconds once they appeared. This means we got to wait for the next wave + those unnecessary 5seconds. On a high level fractal with many waves this makes for a room that takes longer than most other fractals as a whole.
- No challenge, simple HP cleaving while waiting for it all to be over.
Final boss
Interesting unique mechanic requiring coordination.
tl;dr
There are interesting parts in this fractal. Unfortunately they are accompanied by incredibly time consuming parts in which all you do is killing hundreds of identical adds that come out of nowhere.
Seriously, please. Take a look at these things and maybe even consider taking this fractal out of the game until it is shortened drastically on higher levels.
(edited by Grax.9204)