SPOILER WARNING: If you like to explore Funcom’s changes for yourself, don’t read this.
I was pretty excited when the dungeon changes were announced on the stream so I downloaded the beta client and have completed a world tour of all main dungeons, plus a couple of mini-dungeons. As something of a dungeon overhauler myself, I have more opinions on this than most. Here are my findings from that world tour.
Since people will undoubtedly ask, my gear setup was nothing special: a spawned in star metal axe and a set of spawned in silent legion medium armour. No crafting bonuses. I put no effort into optimising this, so no weapon kits or platings were used. I carried a couple of stacks of pure aloe extract for healing. When a better weapon dropped, I used that instead - still without a kit. Server settings were the default for a new game (1.0 everything) and I played solo with no thrall or pet. My attribute build was 20/10/20/0/10/0.
Moving skeleton key chests to dungeons:
- Unpopular but good for the game; legendaries were too easy to get
- Makes dungeons relevant again
- Offers an improved gameplay loop: kill world bosses for keys, do dungeons for loot and to spend keys, use dungeon loot to call purges
- For all my praise, this new model is not going to be very intuitive for new players - nothing leads them to dungeons after killing a world boss, and they might assume that the skeleton key is a junk item or the legendary chests are bugged
NPC damage:
- It’s very low
- Nothing feels dangerous
- I can facetank everything easily even in bad gear
- The only real threat to a player is swarming, but this is uncommon and easily avoided
NPCs turning while attacking
- Makes a big difference, NPCs feel smarter and more responsive
- Seems to be enabled inconsistently - 3-skull croc turned a little, Khari Remnant turned a lot, Arena Champion didn’t turn at all
- Rolling behind an attacking enemy is much less effective now
- Being in melee range of an enemy would be dangerous if they did any damage
- Fix the damage and we have good tactical gameplay where positioning and waiting your turn are important
- I hope this still works in lag, but I’m not expecting it to
Chest loot rework
- Overall this is an improvement, the chests feel much more worth checking now
- The random deco items are a nice thematic touch but as a server admin all I see is database clutter that players will hoard for no reason
- Many of the new items added to chests are rare but not useful in this sort of bulk, like radium gems and ebony silk - it’s as if they were selected for being uncommon and no other criteria were used
- Steel doesn’t seem to exist in Sepermeru anymore
- The rarity of many items is undermined by this rework and there’s very little left in the game that feels genuinely hard to come by anymore
Witch Queen’s Palace:
- Very little has changed
- Stone protectors are completely unthreatening
- Green beam hazards only do 50 damage, so they don’t matter at all
- Boss’s damage is a little lower than I’d like but not as bad as the other bosses
- Boss drops 2 witch queen masks now for some reason
- Overall still very easy but taking bad trades with the boss can be dangerous
The Dregs:
- 2 new bosses - komodo in starting cavern, spider in side room with acid pool
- Odd to have endgame 3-skull bosses mixed in with super weak skeletons, but new bosses are easy to skip so low level runners not adversely affected
- End boss benefits greatly from turning while attacking, the belly flop attack is much more likely to connect now
- Spider boss’s acid pool doesn’t drain when defeated, and the corpse tends to roll into the pool
- New chests by the buttons that contain arrows, but no bow - I’d have put javelins or thrown axes in those
- It used to be possible to craft a bow from scratch using branches off the floor and plant fiber from wooden boxes, but the boxes don’t contain plant fiber anymore - still possible but relies on RNG from harvesting glowing goop
- Other new chests that take advantage of the changing water level are a nice touch
- I found a Phoenix-Engraved Sword in one of the chests which is exciting - religious gear is forgotten and overlooked
- Overall the dungeon is really easy but if we accept it’s a level 20 dungeon then that’s fine
The Black Keep:
- I enjoyed the implementation of traps - the two at the start are good visual communication that we should expect traps, and the placement of them feels like it’s actually designed to kill
- The new ledge platforming thing is fun touch, I’d like to see more content like that
- Black Keep has lots of side rooms that are underutilised, but the treasure room past the key chest is fun with how many traps it has
- Overall still easy - traps are easily avoided once their locations are known, and the boss is completely toothless
- Chest loot not as excessive as Warmaker’s but still very generous
Warmaker’s Sanctuary:
- New bosses make this the best place to go for legendaries by far
- Warmaker’s Champion still has weirdly high HP compared to everything else in the dungeon, but he still does very little damage
- Arena Champion drops Champion’s armour pieces, not sure how I feel about that
- Buggy decal textures appear to be fixed, hooray!
- Chest loot is absurd - huge quantities of star metal, composite obsidian, hardened leather, gold, silver, grey lotus, and even some armour scraps
- Anyone who lives near Warmaker’s no longer needs to visit any other part of the map
- One chest had 28 shield frames in it - why?
Well of Skelos:
- The stairs outside have had their textures fixed!
- Generous composite obsidian drops from NPCs, use of the volcano forge seems pointless unless industrial quantities are needed
- Serpentmen have very high HP but the bosses don’t have much more, so there’s little to distinguish them
- Placement of dense brimstone along its route suggests Funcom know about the skip from entrance to end boss
Sunken City:
- Not much changed
- Chests are good for gold/silver, not much else
- Watcher Above and Ritual Keeper can drop epic Royal Lemurian pieces
- People will probably avoid this one forever simply because it involves swimming
Wine Cellar:
- Absurd chest loot
- For some reason almost everything drops bulk wolf pelt and ivory
- Many chests were empty
- Demon spider lost its legendary chest
- Khari Remnant minibosses feel much less threatening despite improved accuracy as they are now facetankable
Midnight Grove:
- New chests are fine - not exciting, not horrible
- New boss loot is underwhelming, mostly steel or hardened steel weapons
- There are now dirt splotches with buggy textures around the bull boss just like in Warmaker’s
- My framerate tanks when looking in certain directions, which is a new issue
Xalthar’s Refuge (AKA The Sobek Cave):
- Good to see the NPC health brought down to earth
- This place might be a little OP though now with the NPCs dropping what they wear, which is the Sobek set
- Going to be a must-visit for the early game, even more than it already is
Temple of Frost:
- Black Ice item recipe changes are good, but the items themselves are still not worth making
- Inclusion of Black Ice weapons in the chests undermines the purpose of the Frost Temple Smithy since the items have the same stats
- Black Yeti boss in The Disjunction feels out of place, but I’m not sure what I’d have done instead