Soul keeper spawns adds at a pace that 4/5 the party has to focus them and the window to damage him is super small. This makes the fight too slow for the timer. His damage on shards is also pretty severe. How non-buster attacks will often one shot DPS.
Dino isn’t too bad. Bosses damage output is low and his behaviour isn’t erratic at all. Adds can be managed by did while damaging the boss and he’s quicker than plant boss.
Mist keeper at 6+ has an enormous healing requirement. Right now with sickness that fight is insanely difficult at 6. Green phase is particularly rough as the tank can’t stack with the party without putting them in the aoes.
The mutations affect the trash most of all. The only real shift I’ve seen was sickness increasing the difficulty of mist keeper significantly.
Okay, well I will keep checking in on this thread, but it generally sounds like there is a large community consensus that Tradu Crypt is so hard right now, people just don’t even bother trying, so at that point having it in the rotation is more just demoralizing than anything. So we need to either quickly make some changes to that last boss fight in there, or take it out of the rotation.
The rest it seems like the consensus is more mixed, which is actually good news to me, as I think it just means different group types and different strategies are having different results, which is actually I think fine.
And then also Mistkeeper + Sickenss = Really Bad, so we will take that out of the mix this week with the new patch.
Also just to make sure that you know the forest tank/tube fix are working 100% properly and made that fight way better. It is now possible to get zero buffs on tank keeper if you do everything right
I mean, you’re not wrong if the idea is to bring it to scale with the leveling dungeons, but I like how Tank Keeper feels like an epic challenge right now. It is totally beatable.
The issue is more like the attack pattern change after destroying the tanks, sometime it uses tank buster on tank, jumps straight away, and uses tank buster again… If the tank has the shield down, that pretty much means instant wipe on higher levels
The mutated shroom boss could also use a fix to avoid mushrooms spawning inside or really close to him and unavoidably buff him, a buff in high tier shards is pretty dangerous and wiping due to a bad spawn it’s not that great.
Also I am not sure if others agreed but I am going to bring up what I heard from other people. The worm boss at the crypt has an insane amount of health and that managing the side worms (the ones that pop out and buff the boss) can be too hard to manage/makes boss too strong.
Overall I think we can all agree. Tradu Crypt + mistkeeper Definitely need to be changed but otherwise the rest are fairly manageable with the right strats. Our bank tabs are full of unused crypts lol. Lots of them.
From our experience the problem with Mist and Soul Keeper is that it is the only fights that requires every play in it to take damage. I think every other fight you can use strategies to keep Damage off the DPS players but with these 2 you really can’t so at high levels they murder everyone very quickly. Mist goes from one of the easiest fights at level 1 and 2 to impossible at high levels. Not sure the best way to balance that but I think that is were the problem lies.
I like the group-wide damage on mist keeper, it only becomes unmanageable if people are doing things wrong. If the group is functioning properly it’s trivial to heal through.
Fights like this that require the entire group to be on point rather than relying on a healing numbers being larger than damage numbers are great, and I hope to see more of them in the future.
I reely don’t want crypt to be removed. But a few shortcuts opening, and some nerfing would be nice. Like removing the mist so you can go strait to soulkeeper? That would save us 5min on a wipe. It’s way to long a walk.