Now I understand the desire for bosses to be challenging. These health bars do not make them challenging. Having to 10+ phase a boss for a solo flawless completion, taking over an hour to defeat a single boss even though you're executing perfectly is incredibly dull.
I understand balancing around well. Please, instead of balancing around well of radiance, I (And all warlocks relegated to well in their raid teams) beg of you to just nerf/rework well instead. Seriously, both Ghost of the Deep and now the new dungeon feel pointless to even attempt solo as I know a single failure wont just set me back an hour or two but probably a solid 4 depending on what part of the dungeon I've made it to.
I think the new dungeon is pretty good, and both the mechanics and puzzles are good. The first boss is in my opinion really good if not a little easy, but the second and last bosses are such bullet sponges that I'm left after a damage phase thinking "man, did I equip a spud gun?" before dying on the 11th phase and going "I did HOW MANY MILLIONS?"
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Personally I think the sweet spot for Dungeon boss health is like between 5 to 9.5 million with it getting higher with each boss. Dragging it out to like 14 million is egregious and adds extra phases that don't really need to exist when you should reliably 3 maybe even 2 phase at a stretch a dungeon boss if you have a decent enough loadout. Groups should reliably 2 phase with a 1 phase being doable with the right loadouts and setups, dungeons are meant to be farmed for their gear after all since they aren't craftable. The first 2 encounters of this dungeon are pretty great but the second one drags on a bit and final boss is just sleep inducing boredom of repetition because it has like 14 million health which makes it kind of a slog to get through. With the optional Master mode that is where the health should be equivalent to that final boss of the dungeon but the rewards should be buffed accordingly and more drops in general besides just artiface armor.