[b]1. Encounter:[/b] Do the same -blam!- four times, one after the other. Have the exact same constellation of enemies spawn for each symbol, not raising the challenge at all. Wait for deepsight to run out after dunking one symbol to continue.
Why not three symbols and all doable at once (one ogre each side)? Everyone in the fireteam has something to do, if they want to get through as fast as possible. Solo still takes time, but one less symbol would definitely make a difference.
[b]Jump-In-Run:[/b] There should be nbo explanation needed. Almost longer that the rest of the dungeon combined with a fireteam. A lot of it is under water and, like all the under-water-parts, looks great once and is annoyingly slow and boring afterwards. Running to the bubbles is no challenge either. Most enemies can be skipped and wouldnt be a challenge if they couldnt. Just get rid of the water or build in a portal to skip some parts, when cleared once. It is just a chore.
[b]2. Encounter:[/b] Kill bosses, do that, kill more bosses, do that, kill another group of bosses and do that,.... Nice encounter mechanic, too many steps to make it fun. Then there is the white shield and just ridiculous amount of damage needed to kill the boss. Surviving is no problem in this encounter. The unlimited add waves provide people with enough adds to put their builds to use. The only "challenge" is to not make stupid mistakes after running tired of all the rinse and repeat. At least remove the shield and let people play something other than Arbalest.
[b]3. Encounter:[/b] Again, too many rinse and repeat to even start the damage phase. Three knights for three circles and lining up the symbols. All one after the other, no way to speed up the mechanic at the start with multiple people. Three more bosses, hive guardians, in the rooms to the side, on its own acceptable. Dumb white shield again and ridiculous boss-HP.
Why?! Please stop trying to stretch people's playtime with BS like this. Playing with a full fireteam should noticeably speed up the mechanics, not play itself like solo with better add clear and boss damage. Solo on the other hand should be a challenge, because you need to manage multiple mechanics at the same time, not because the dungeon leaves more room for mistakes simply because you have to spend half a day in it.
The plate encounter of Pit is a great example for this done right. Solo, you have to clear adds (especially the knights on highground), prevent a wipe from happening by staying in the open middle, kill boss-knights on the other ends of the room, grab the balls, get back and dunk them. A larger fireteam makes this incredibly easy, alone it used to be harder before powercreep made it a joke. The only unnecessary time waste is the knights spawning one by one and sometimes delayed, but apart from that, the encounter is perfect.
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27 RespostasLol you must have a terrible team if you are not one phasing both bosses