And weāre back again with more things to point out from testing varying levels of Plateau dungeon shards!
First I want to say that it doesnāt seem like weāre having any problems so far with levels 1 through 6. We were able to sub-15 a level 5 and a 6 isnāt going to be that much different.
After the level 5, we moved on to a level 9 (big jump, but weāre working with what we have) and thatās the point where we ran into big issues. Iām just gonna list off the things weāve noticed as bullet points, and some of this is just going to be a repeat from my earlier post about the 14 we attempted, but I feel like the points need to be reiterated based on our experience in the level 9.
- First and foremost, Mordoken seriously seems like he just has entirely too much health. Our best attempts, where we got the closest to killing him (I think the lowest we got him down to was about 20% of his HP) were all 5+ minutes. This was with one of the most capable & experienced groups that I run with, on a level 9 shard. The fight just seems to drag on unnecessarily long. I imagine a successful kill on a level 13-15 would take nearing on 10 minutes, and thatās 1/3rd of the time limit. No other dungeon boss takes this much time to kill. We all agreed that his health feels almost comparable to that of Hard Mode raid bosses, which feels pretty excessive for dungeons where we have a time limit.
- It especially does not help that the bossās heal from Oogly Boogly occurs early like half of the time, making it uninterruptible. That definitely needs to be fixed, and Iād have to recommend either nerfing his total HP or increasing the damage he receives during his down phase when the skull is open, the fight just feels entirely too long. Weāve also found that if the 4th rock is thrown during the interrupt cast bar, the entire damage phase is pointless as the boss only takes 1 damage from all sources. I understand if the heal still goes through in cases like this since we technically arenāt interrupting it, but we should still be able to take advantage of this damage phase. This is also not helping with the length of the fight.
- The adds during Mordoken still donāt feel quite right either. They hit decently hard, but I think the bigger problem is that they are also fairly tanky much like the boss itself. I feel like they could use a nerf to their HP as well. We can try to adjust our method to see if we can manage them any better, but again this was only a level 9 with a highly capable group and the adds were still getting overwhelming at times.
- The DoT circles that Mordoken spawns in after he gets below 50% HP hurt an insane amount, especially for Scoundrels running the True Gambler talent, which is the meta talent choice for end-game Scoundrel builds. Iād have to imagine I wouldnāt even be surviving a single tick from these in higher level shards, and that just seems too unforgiving. I was able to avoid this some of the time by spamming my teleport early, before the circles even spawned in, but that doesnāt exactly feel very reliable when heās sometimes spawning 2 sets of circles on 5 different players all spread out in the arena. It sometimes felt like there was nowhere safe to jump to. Maybe we can work on our positioning, but it still seems really unforgiving, especially for a level 9.
- Speaking of positioning, Mordoken seems to be moving around the arena randomly after a party wipe/reset, and this makes our approach to party positioning inconsistent as we have to base this off of wherever the boss decided to move to after a wipe occurs. If it could be made so that he always resets to his starting position, that would be very beneficial.
- One last thing about Mordoken is that, if a party member dies during the fight, Chaos Bolts from Ooga/Booga that hit their body during the rest of the fight are still giving stacks to living party members. This makes it so that if a party member does die, the rest of the party has to consciously avoid being near their body in a fight that is already pretty movement-heavy and chaotic. Iām not sure if thatās intentional, but I donāt think that it should be. The bolts should only be punishing the player who gets hit by them, and they shouldnāt be punishing anyone if theyāre hitting a dead body.
- Moving on to Tothmaug (Boss 2), the only thing I really want to say about him is that we encountered an issue today where a Boomerang was invisible, and a party member died as a result. We were able to resurrect them, but this is something that shouldnāt have happened in the first place. Thereās no way to dodge an invisible projectile, so thatās a particularly annoying problem that definitely needs to be fixed. Also, similarly to the last point & something I already mentioned in my earlier post, the Boomerangs should only be punishing the player who made the mistake of getting hit, but it seems that the affliction stack is just being applied to the player the Boomerang was meant for/who it was targeted on initially, and it isnāt those playersā fault if another party member runs into their Boomerang.
I know thereās supposed to be an update coming soon that will probably address some of these things, I just want to give as much feedback as I can so that we can highlight what we already know & bring any other issues we find to your attention as quickly as possible.
I want to stress that this is a VERY capable group. Like itās one of, if not the most skilled & experienced groups of players that I run with. We have very high DPS & very experienced tanks & healers, and weāre struggling a lot on as low as a level 9 shard for this dungeon. I have to imagine it will be unbearable for less experienced/skilled groups. So take everything weāre saying with that in mind.
Weāll still be testing shards for Plateau as often as we get chances to, and I still want to wish the best of luck to any other parties who are doing the same! We canāt wait to see this dungeon in a manageable state so we can start having fun running shards for it with everyone else & sharing everything weāve learned!