Made a ~20 minute video discussing what I like and don’t like about the dungeon, with gameplay to demonstrate my points. I go into more detail in my video, but I’ll list my main issues here so that they can be more easily seen.
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Dungeon Progression: This is the biggest issue with the dungeon overall. Dragging minions to deal with them safely leads to a softlock? Boss doors close almost instantly? No telegraphing to the player on how these elements work? These mechanics are really unfair and not at all in the spirit of Oryx’s Castle/Chamber/Wine Cellar. The ability to hop walls into and out of boss rooms also falls into this category – it should definitely just work like the reworked cemetery with hallways that teleport and aren’t walkable after closing. I’ll be hugely disappointed if this stuff isn’t changed before this reaches prod.
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Difficulty Curve: This is a boss-specific issue. Most of the bosses in here have phases that vary wildly in difficulty. Most of the phases on all bosses are pretty easily dealt with, but they each have one or two that are way harder than the rest. I’d strongly recommend that the difficulty be evened out so that the easier phases more closely match the harder ones, while keeping their respective identities.
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Survival Orientation: Mainly a complaint with Oryx, but it applies to Dammah as well. The setup of phases timing out felt like it was pushing me to just dodge during the actual fight and get my hits in between phases, since there was a fairly large opportunity between them. I suggest instead making phases damage-based like Oryx 2, and reducing the downtime between them in order to encourage players to actually engage with the boss instead of winning a battle of attrition.
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Group Dynamics: Smallest issue on this list, but still worth a mention. This dungeon felt like it was designed for a group of 10 people. Gemsbok’s exceptionally fast teleportation is the most obvious example of this, but there’s also stuff like the green portals bearing down on the nearest player in the Dammah fight where it’s hard on your own but not a big issue with 3+ people. It was also strange when I ended up trying to solo O3 on a rogue – it was like he turned into a Wildshadow boss with how little he did against a cloaked rogue (for the most part). It felt like the bosses were made with the assumption that no one would ever try to solo with a rogue or trickster, so that wasn’t a design consideration. I also heard that it has exponential hp scaling which is nice in terms of discouraging huge discord raids, but it really makes it feel as though you’re being compressed from both sides into bringing a very specific group in order to run the dungeon.
In terms of positive stuff, I have a lot of specific phases that I like, and the overall structure of the dungeon really works for me, provided the issues I listed in point 1 are fixed. I quite like the minion design as well – they all have unique patterns and personality, and are (refreshingly) not bullet sponges. The dungeon overall has a lot of character and I like the spritework for the environment/characters. There’s also a prevailing sense of fairness in the dungeon – it’s hard, but it doesn’t have any insta-pops that other lategame dungeons rely on – Shatters, Lost Halls, Nest, Caverns, etc.
Overall I really liked this dungeon. All the major flaws are pretty easily fixed and it doesn’t have any underlying inherent design flaws holding it back. Looking forward to trying this again on prod, especially since I wasn’t able to put in enough time to actually complete an O3 fight due to finals week taking priority.
The video I referred to at the beginning: https://www.youtube.com/watch?v=1ePO2A3TBhE
P.S. This isn’t feedback regarding the content itself per se, but I wish there was a way to open portals to specific bosses for testing purposes. Every reset took a really long time to run back due to the extended minion sections/random midbosses, and I eventually gave up on doing anything other than medium group runs for that reason. I would have appreciated the ability to test more thoroughly for small groups/solo purposes, but I gave up on that due to time constraints and tedium.