Here are some changes I’d like to see. I’ve ran LH 2.0 200~ times, the majority of which were discord runs with too many people. I have soloed MBC and solo cleared a full LH-Cult myself and do not feel the dungeon has met its goal of being viable for public runs. This is mainly because of disparity between the time invested in clearing, the risk of simply being inside the dungeon, and the reward for completion.
Enemy Changes
The clear of LH itself is alright, albeit a little long for my liking. I simply have a few problems with Crusades, as they’re the only room that consistently ends a solo or small sentry run I am attempting.
- Crusades need a secondary behaviour beyond chasing. Every room they pass through the Commander should stop in the center and perform some shot patterns while its adds flock around it. Then it could flash and chase to the next room and repeat. This’d allow class compositions without a slow the chance to defeat an early Crusade.
- Commander sprites need to be bigger than the rest of the crusade. Even if it’s just blown up to look bigger without a new sprite. Having such a deadly enemy appear similar to a player is not ideal. It’s especially bad in large runs where the commander can be lost behind pets/players.
MBC Changes
MBC is an interesting fight that tries too hard to make itself difficult. The bullet hell aspect of it is hard enough, why are there 5+ different status effects to worry about? I believe small groups don’t ever do MBC because it’s harder than Cult and gives terrible pot rewards in comparison.
- The sheer status spam is too overwhelming. The boss fires status, the circling cores fire status, and respawning pillars fire status. This leads to many situations that are extremely hard compared to other parts of the fight. I know making the fight easier is not the intention, but there’s simply too many detrimental debuffs fired your way.
- Remove blind from the fight. A lot of the fight has colour based debuffs and the need for precise dodging, so removing the ability to clearly tell bullets apart or even see is sub optimal.
- Slow down the rate of the silence shot spam. I understand why silence was added to the fight, to prevent heal spamming from ruining the fight, but all silence is doing is stunting the health regen of low lvl pet players and making it harder for classes to play to their abilities.
- Reduce the spawn rate and hp of status pillars. Also design a crumbled sprite and a rebuilding sprite so the pillars don’t appear out of thin air and potentially insta someone.
Void
Remove adds. That’s all I can say about Void, really. Public groups cannot deal with adds as they’re too spread out. Perhaps replace adds entirely with a turret in each corner that progresses through being crumbled then phases 1/2/3. A turret would be easier for players to recognize as an issue and simpler for pub groups to focus down when it’s a problem. The shrinking arena already creates enough urgency.
The Loot
It’s unfair to the Lost Halls to have it be the only dungeon that drops T13 weapons/T14 armours. It creates an immensely disheartening cycle where players run the same content over and over wanting the items only to be dejected time and time again by RNG. A lot of bitter feelings towards Halls is because of these items I’m sure. I realize it’s out of your power and loot is up to DECA but we seriously need more ways to receive these items. Having them only in the Halls puts too much pressure on the dungeon. A player should want to run Halls because “Oh yeah, these drop the best gear!” Not because of “Oh, this is the only place that drops the best gear…” I simply bring this up here because I feel like it’s an issue that goes without discussion.