Hmm true. The crossbow is really bulky and I found myself using slide loco to spin it around and the cogs were finicky. I don’t think cog/grab type events should be totally discounted just because they’re buggy. That kind of stuff can be fixed though I feel your pain
Edit: even without grabbing small items the levers have been proven to not be too bad. Throw some up on a wall and solve the pattern. Longer pattern the higher the shard so by 10 it takes multiple people to work together and get it done the fastest/most efficiently
I really like the idea of puzzles, but I think they would be better suited for quests than in dungeon runs, I really enjoyed questing on runescape years ago and doing them the day they got released before there was guides for them, that was a lot of fun, I haven’t yet started the lore quests in the beta as I’ve been focused on other stuff but I’m looking forward to doing them and finding the hidden stuff
There’s one that I liked in LOTRO that required the party to pull levers one by one. It was a guessing game each time, but the puzzle was in coordination. The pattern reset every time you did the dungeon, but the idea was to resolve the sequence. When you messed up, bad things happened (enemy spawns, debuffs, etc)
As much as I love the current dungeon style I’m tired of “return to graveyard “ to get faster times (I do it just as much as everyone else. It’s pretty much a requirement at this point) and would love a way to spice up dungeons a little so we wouldn’t need to use it to rush mobs over and over. Puzzles or switches that open doors could feel more dungeon crawly and add a new dynamic. Is anyone else kind of bored by the same dungeon setup we’ve seen since OG launch? There are so many potential mechanics and design/layout options that could help with that.
Random sequence of levers, spawn enemies or debuffs if sequence is wrong. Objective would be to get through the sequence quickly, involving both luck and kill speed for any mobs that drop. Debuffs could include poison pools or something as well, though please don’t drop those ON the levers
Numbered floor puzzle - mob group kills drop a random number. Have to teleport across a room based on numbers that dropped (numbers on floor or something). Debuffs or death or add spawns if you hit a wrong tile.
Projectile rooms - have slots in the walls that shoot arrows in sequences that you need to pass (visual, auditory, and skill based to dodge)
labyrinth dungeons - have doorways in rooms that are numbered. Each dungeon reset will change the pathing you need to take by random selection. Put mobs in center of rooms and then it’s luck / speed to kill the groups and pick the right pathing to get out.
I like these ideas but I think the big drawback is the luck and rng aspect similar to the dragon racing obstacles pre-fix. If players are going for time they want everything as equal and skill based as possible (minus mutations). If the puzzle answers were the same each time it would turn into speed and efficiency though it could become more tedious than fun fairly quickly. . Not sure about a solution
I think those puzzle ideas would be great as hidden caves with the entrance only seen by Ithacac like Guild Wars 2 hidden jumping puzzles/mini open world dungeons.
I think a whole mini expansion could be released with just a collection of mini dungeons and activities scattered around the overworld tbh. I love the standard dungeons but unique costemics and items as a reward for mini dungeons and puzzles (maybe tied to Lore quests) would be a big project fans would enjoy
Edit: also tying them to weekly quests would be a cool addition to the classic gathering and kill quests. Reminds me of GW2 dailies. I mean, this close to launch none of this really feasible, but if this discussion sparks a little inspiration for the devs it’s worth it
On the 2nd boss of airship, the green circles should move around and they should not be there the whole time. They should spawn when he uses his ability in a random location and then dissappear after.
It would also be way more cool if the second airship boss does his line attack alternating over the two side of the ship with no way to hide in the corners. So you get like a movement of ppl between the two sides of the ship back and forth.
I think part of the issue is that they don’t seem to be random. If there were 20 different spawners and randomly 10 of them spawned a bolt each time, it would be way more interesting for ppl to avoid.
I think it would be better if there were some number of spawn points and it randomly selected which points should spawn orbs each time… This is instead of just having it alternate