I’m not trying to compare specifically speedrun time of oryx sanctuary and new shatters.
First, let me address your point of me ignoring the Realm, Castle and Wine Cellar clearing that you need to do before you get to Oryx Sanctuary. I myself see Oryx Sanctuary as standalone dungeon and ignore the aforementioned clearing, and also so do the speedrunners. I respect your point of view where you include clearing into the mix, but for the sake of argument I’m trying to make, which I’ll get to in a moment it doesn’t really matter.
Also random thought, no need to respond to it, why won’t we go as far as starting the timer as soon as fresh realm spawns and count the time it takes to clear events and spawn Avatar? Extreme scenario, but line needs to be drawn somewhere.
Anyway, the point of me even bringing up the speed run times in the original posts was just to spark a discussion, which I’m glad happened. Also I think it’s important to take into consideration the time it takes for dungeon to complete. In my opinion no dungeon should take longer than ~20 minutes to finish with group of any size equipped with tops. I feel like one of the Realm’s strong sides is being able to pop in for couple dozen minutes, without feeling you have to commit your whole afternoon to get something done or enjoy the game.
I can’t know for sure what arguments are best to make when trying to reach to developers and convince them the dungeon still needs tons of work before it’s in acceptable, in my opinion, state.
In Shatters feedback post from testing that was posted here few weeks ago, people that spent many hours playing new Shatters gave a lot of great ideas on how to improve it, feedback that’s much more useful than anything I could ever come up with since I don’t have the time needed to play test thoroughly.
One of the reasons I made this post in first place is the fact, that despite the Shatters being out for a month now, Deca seems to take things very slowly, too slowly in my opinion. First patch addressed couple bugs and was mainly focused on visual issues with the dungeon, if I recall correctly, and the most recent patch pushed through some much needed hp scaling tweaks.
I’m not trying to say they aren’t doing anything, but I think that now, while the dungeon is still fresh and community pays close attention to it, the changes they make should be more aggressive and experience-altering than tweaks to hp. I won’t bring up any specific ideas, since people from Shatters feedback post I mentioned had a ton of solid ones and I think they should be considered first.
Also, addressing your argument of me comparing speedrun 5 months after the dungeon release to couple weeks after release, Oryx Sanctuary speedruns didn’t get significantly faster from initial release to now. As I said the Realm community is very dedicated and the best strategies are discovered fairly quickly.
And I don’t think having to wait 5 months for Exaltation dungeon to be playable (my main issue here is the time it takes, which I think is unreasonable), is not something I’m looking forward to.
Deca’s developers are soon going to be busy with Halloween events and Christmas, then Valentines and so on. In my opinion, making the exaltation dungeon for an important stat enjoyable and accessible should be a priority before they shift their focus to anything else.
Sorry if I skipped any of your points, but I’m a bit all over the place as you might’ve noticed.
Hope the developers keep up the amazing work and consider our feedback in future updates. I see the “we are keeping a close eye on new Shatters” in blog posts and I don’t want it to turn into another “we have tons of plans for the future” or “Unity will address issues with hacking”.