Felt like overall it was a good first dungeon experience, not too long, not too short. I’d say later dungeons could stand to be a little longer overall, but as a single wing of a larger dungeon, I think it works very well.
For most of the trash pulls, players generally needed to focus fire on the forest golems to avoid them healing the hostiles, and everyone need the group needed move frequently to avoid ghost AE’s.
I kinda wish the first pull eased you in a little more, like a high HP single, or double pull instead of a triple. The ghosts would sometimes get stuck in walls or disappear for a while and then suddenly reappear several seconds later, which was odd.
A lot of the dungeon is really dark, and while there are torches around to grab, they aren’t really convenient to use even for classes with a friend offhand for a few reasons. Maybe adding a few more sconces throughout would help.
The bridge troll seemed like he was lacking anything special and as a solo mob, he generally just gets melted. He feels like he’s mostly just there for the scare factor more than anything else, which is fine if that’s the intent.
The visual elements to it are really nice, you feel like you just entered a whole new type of gameplay experience, and walking up to the final boss door is really awe-inspiring.
I’m sure this is coming but I really wish there was some type treasure chest or reward payoff for running it. (Maybe slightly better weapon drops?). Maybe some additional interactable elements? Like needing to have the group pull some levers once everything else was dead to open the boss door, etc.
The final boss is very visually cool, and it feels dramatic when he finally dies. The coordination between party members for positioning and stalactite dropping is excellent. He does seem to do very little direct damage for long periods of time until he suddenly one-shots people which is a little odd/frustrating. The massive AE isn’t entirely clear when it’s happening, and while it also wasn’t super threatening it did generally encourage AE Healing from musketeers while providing enough time between uses to get a healing orb on deck. The warrior shield barrier is really tricky to use from a group perspective as it takes away the tanks personal hit mitigation, is often low health, and there generally isn’t enough time to coordinate using it based on telegraph warning duration. In my experience we didn’t use it. I do wish the duration of the stalactite debuff was a little longer, even if the overall fight ended up being the same duration (via adding more total HP to the boss) because it currently feels like you get a couple hits on him and he goes back to being nigh invulnerable. It would also be nice if he had one extra something he did when he got low that forced everyone to prep/react/go-nuts for it, like saving ultimates. I disagree that the boss should have move around more during the fight beyond chasing aggro as that would really make stalactite positioning frustrating.
(Edit: Forgot about the stalactite respawning. We had some issues where we’d wipe or he’d reset while we still had players in the room and they wouldn’t come back. It almost seems like when he resets, they should all reset as well automatically. While the groups I was with generally didn’t run out of stalactites, I could see that happening to certain groups, so it may also be nice to have them slowly respawn during the fight as well so you don’t end up in a situation where people need to decide between doing the last chunk of damage in 1 hp increments or deliberately taking a wipe.)