Hey devs,
I did some research on the new dungeon after I heard the community complain about avoiding the new dungeon. I know that new content should be tweaked with caution because we don’t know yet what is capable and not. But I noticed that there is something very off with the balancing of the dungeon.
For one, the community as a whole expects that the new dungeon is in the same difficulty time wise as in the other dungeons. So when you do a lvl 15 Sewer, or a level 15 K’tulu’s Cove you expect that both of those are doable with a reasonable amount of effort in a reasonable amount of time. This does not seem to be the case. Why? I haven’t looked at all aspects of the dungeon, but one aspect screams a flaw in this principle to the extreme:
Both bosses have alot more health then the other dungeon bosses.
A normal dungeon boss has a 18x health multiplier relative to a trash monster.
The very few special bosses have 19.85x multiplier (Scav Shaman, Mist Keeper)
But the two new bosses are on a different level…
The Water Wyvern has: 25x multiplier. So 25% more health! On top of that it also teleports around making it possible to do good dps alot slower. There are some other bosses that have this slow down problem like the downtime of Dungeon troll. But they don’t have that together with the health increase. To slow the fight even more, extra health to kill adds spawn. And how slower you are at killing how more you get punished by more adds. Exponentially increasing fight time depending on how fast the party kills the boss.
That is not the big problem though. The biggest problem is boss two. This badboy has the power of a million suns. It has all the downsides that you can imagine on a boss. Here it comes:
- It has a whopping 31x multiplier of health. Making it close to two bosses of health.
- It has a downtime of like 45% (hard to know exactly. Had no in game time to measure exactly. But that is not needed for getting the point accross), making the boss easily take double the time.
- The extra wave mechanics makes sure that its almost impossible for most classes to keep their max dps up. (maybe it is, it sure feels like its not. Not my strongest argument)
- You can throw all the 30 meter rangers out of the window because of the bubble mechanic.
- It has a 1% damage reduction. Meaning when you hit it, you do only 99% of the damage you normally do (least problematic part of this boss lol)
All in all, I would say that this boss has so many dps reduction and fight time increase rules in it that we can easily say that this boss will take 3x the amount of time to kill in comparison to any other boss.Maybe in a perfect scenario it would be 2.5x because you can have everyone stack their attacks perfectly aligned for when he gets up. But only have the right classes with you.
There is also alot of feels of frustration and flow of gameplay problems with this crab boss (which is also very important for a game dev to balance into), but I will keep them for the other community members who experienced the boss more then me
So after the community perfected this dungeon, it would logically still be impossible to run this dungeon in a reasonable equivalent amount of time as the other dungeons. And I know all the dungeons have their varied theoretical completion times. But this one is for sure on the too extreme side. (a boss with 2.5x longer as theoretical kill time? really?)
Conclusion:
Bosses have too much health and slow down mechanics to be able to finish shards in a reasonable comparable time with the other dungeons. The community would like to see a lowering in this.