You know, I’ve never really gave any in-depth thoughts on the Lost Halls, so hey. It’s interesting reading through the documentation for a dungeon design that I will never ever complete because I suck.
First and foremost, yes to this dungeon. I’d like to see a proper labyrinth dungeon with good drops that makes players actually tag along together. Whether the player base at large does is another matter, though that’s their loss.
The Agonized Titan boss room is deliberately very small, but is it large enough to avoid projectiles that ignore obstacles? Spell bombs, poisons, the lot of them. I’m a little worried that the boss room itself would enable player betrayal; a player could rush ahead and activate the entire boss routine without worrying about those meddlesome other players. There’s rewarding players for braving the front line, which I support, but that’s at the cost of potentially punishing others for staying behind to help others and not zooming to the boss with no regards for anyone else.
I feel I should reiterate that I suck at the game, so you can probably take that worry with a grain of salt, since I’m not the zoomy-zoom sanic kind of player anyway.
The other boss rooms I have no real qualms with, and especially kind of admire the idea of a boss that can’t move outside of a slowly growing hazard. The enemy bestiary is wonderfully detailed, and my only thoughts on the whole thing is that the constant copy-paste headers for every description make the thing a lot more involved than it aught to be, and probably could’ve been condensed into a chart with Behavior, Movement, Aggression, Immunities, Drops, etc.
I like the Oryx Admiral’s Devo hat. Also, any particular reason why so many things are immune to Stasis? I’m a little torn as a Mystic main because I think I know the answer, but it still limits her crowd controlling abilities to a few battles (even though I guess her main role nowadays is to grant curse, and Stasis is a happy side-effect now).
The aesthetics of the dungeon make me weep in submission. Though a minor nitpick; what image did you base the Hierophant Card off of? Most of the ones I find have the Hierophant in a brilliant red, which I personally would’ve used in the card. I say that desperately hoping that I didn’t actually draw the card and forgot about it.
The untiered items are all great, but even if the Necromancer is underpowered, I’m not sure how I feel about a UT that’s simply better in almost every way, but just way more expensive.
And finally, the point that I actually wanted to initially make but felt bad about not really contributing to the discussion over the dungeon enough. I’m happy, elated even, that you liked my ideas for Quiet mechanics enough to use it in this dungeon, but what did the previous version of Quiet do?