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Edited by Kouz_MC: 12/3/2023 9:11:20 AM
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I helped two friends yesterday. We took two cycles and 2 levels to clear the final boss. I registered >8mln dmg alone. If an old bad gamer like myself who’s still dying to the hex managed to get >8mln damage in a little over two cycles, I say you’re still far from “executing perfectly,” especially when there are many players who already solo one-phase that boss. Needless to say, solo operative and rain of heavies when soloing activities were on your side. Health bars are fine. This dungeon is actually well designed and balanced imho.
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  • Keep in mind the people who solo 1 phase everything are top 1%. 2 cycles for just half health is still alot to ask since if you mess up anything at all, you're either losing time or facing a reset. Most people don't want to or can't sit around in a dungeon for 4 hours. Boss health scaling has gotten out of hand. They literally have close to raid boss health in content designed for 3 players. They need to remove Well and move on. They cannot keep designing [i]ALL[/i] content around Well like this, it isn't healthy. Look at any dungeon before Duality and how they're designed, they're much more fun imo. I'll still get clapped if I get too -blam!- but it's not like I'm having to execute perfectly for 40 minutes straight to beat 1 boss.

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  • I understand you. Not denying your points. Personally I find shattered thrown much more exhausting, even if easier, than recent dungeons. Imho the problem is that each dungeon has one and only “easy” strat to it. For instance, ghost of the deep is a piece of cake for an arc assassin’s cowl hunter post hammer nerf. It shouldn’t be like this. Difficulty should be equivalent across characters at least. Bottom line, dungeons are the best content this game has to offer since many years now, and whilst I look forward to them, I’d like to look forward to other content, which is clearly not the case anymore, whether raids, story, destinations… it’s all very boring to me.

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