Okay, my regular group and I just ran explorable, We had 3 lvl80s, not all had exotics, a 72 and a 44, and we really dislike what changes we came across.
Spider Queen: She’s fine. Actually, we 2-manned her. The hatchlings, however, deal ridiculous amounts of damage. If they focus fire on someone (which they do), your hitpoints will disintegrate at an insane pace. It’s stupid. The hatchlings were fine before, I’m not sure why you changed them.
The Graveling Scavenger after the Spider Queen is just annoying. He’s not hard, but he spends so much time underground and then, if someone gets hits, spends so much time invulnerable that the fight just drags on.
The Cave Troll is similarly annoying. His one attack is really devastating, yes, but that can be dodged pretty easily. The fears and the dazes are just annoying, though. They don’t make him harder because those attacks aren’t going to kill you. You spend like 25% of your time being CCed, but you need to dodge only once every now and then to never die. Does he even do anything else? I seriously do not remember him using some sort of regular attack like he used to. He’s all artillery now, and he’s way easier but more annoying because of it.
Kohler was in a good place before these changes. He wasn’t too hard and he wasn’t too easy. You had to dodge at the right time and tank his normal damage, and you’d be fine. Not dodging brought you a quick death, and that would happen sometimes, but you could recover. His adds put him over the top, though. We ended up giving up on the fight after 6 or 7 tries because we couldn’t beat him.
Yes, we know to dodge and what to look for. Yes, we know to focus on the adds when they come up. We just couldn’t handle the damage and conditions/cc coming from the adds in addition to Kohler.
His spin to win attack didn’t always play the wind-up animation. Randomly getting pulled in and murdered does not make for a fun experience. I’m pretty sure anyone who says he does less damage with his spin is either lying or wrong. People who say he has less HP appear to be in the same boat. We certainly could not notice any difference in those two things. The only difference we noted is that we were forced to deal with adds multiple times, and we could not.
We had come back to this dungeon last week after not having tried it since November. Back in November, we were able to complete it with some difficulty. The “protect the this and that while graveling mounds spawn” fights were always our biggest stumbling points in paths 1 and 3. When we tried it last week, we were surprised to see how easy those fights had become. Instead of failing multiple times until we adjusted builds and tactics, we got through them first try with a lvl 30 on the team. It was a pleasant surprise, though it was probably a bit too easy.
With this latest patch, though, things went in entirely the opposite direction. What went wrong with this patch is that difficulty was added to fights that didn’t need it, most notably Kohler.
We’re probably not going to try again. We don’t like wasting our time.