For the record Dungeons are not bad by any means but being as they are and having so few of them now, they can do with much improvement without alienating the casual nature of it. It is 4 man content after all and content with one healer shouldn't be so straining in that context alone. Ill also not name anyting we havent seen before and instead of listing mechs ill be listing roles and what each role should entail in a dungeon of improved design , most of these will point toward Trash mobs not so much Bosses will get to that soon
Healer
Healers have the most fun in dungeons since without them the party dies and are the most consequential of the 3. Not much I can suggest for them i kinda desire healer checks but idk how ridiculous this sounds with only 1 healers. But Mobs that break aggro to target others might spice things up a tad or any form of Aoe (EX:Snowcloak Dragons) or any real form of mechanics like Aoe circles (Heroes Gauntlet) or Stack Markers (Ghimlyt Dark) mid pull sill also serve to add more to the mobs more so if they randomized. Also aliments (The Burn/Longstep) bring em back.
Tank
Due to aggro being a non-issue they should've compensated with adding more to tanks roles in instances. In most of them you just Wall-to-wall Pop a few CD and aoe until a boss fight. Tanks are leaders have the landscape be deadly like poison (Aurum Vale) or falling debris (The Burn/ Xephatol) or hazrds like traps (Doma castle/ Hull). Have certain mobs give out large aoes (Aurum Vale/ Aetherochemical) so as a tank you direct them away from your party. or have them be large but stunnable/Silenced (The Burn) Have navigation be more important and have rooms of mobs rather than linear corridors (Longstep/Aurum Vale)have roaming mobs (Haukke mannor/ Aurum Vale) or have mobs spawns so the tank has to keep a watchful eye while aoeing (Balesar Wall) Have navigation be important (Darkhold) and for the love of god dont have so many gates let the tank handle what they can handle (Relict)
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Healer
Healers have the most fun in dungeons since without them the party dies and are the most consequential of the 3. Not much I can suggest for them i kinda desire healer checks but idk how ridiculous this sounds with only 1 healers. But Mobs that break aggro to target others might spice things up a tad or any form of Aoe (EX:Snowcloak Dragons) or any real form of mechanics like Aoe circles (Heroes Gauntlet) or Stack Markers (Ghimlyt Dark) mid pull sill also serve to add more to the mobs more so if they randomized. Also aliments (The Burn/Longstep) bring em back.
Tank
Due to aggro being a non-issue they should've compensated with adding more to tanks roles in instances. In most of them you just Wall-to-wall Pop a few CD and aoe until a boss fight. Tanks are leaders have the landscape be deadly like poison (Aurum Vale) or falling debris (The Burn/ Xephatol) or hazrds like traps (Doma castle/ Hull). Have certain mobs give out large aoes (Aurum Vale/ Aetherochemical) so as a tank you direct them away from your party. or have them be large but stunnable/Silenced (The Burn) Have navigation be more important and have rooms of mobs rather than linear corridors (Longstep/Aurum Vale)have roaming mobs (Haukke mannor/ Aurum Vale) or have mobs spawns so the tank has to keep a watchful eye while aoeing (Balesar Wall) Have navigation be important (Darkhold) and for the love of god dont have so many gates let the tank handle what they can handle (Relict)
Continue reading...