From what I can gather, the main change we were given to test for beta 3, outside of some ongoing skill changes, was tier 4 mechanics in dungeons. I don’t see any discussion about that, so I’ll start it here.
Personally, I like that tier 3 (nightmare) mechanics are now at E8+ so players can practice them before the additional gear requirements of E10+ appear, and that there is a new difficulty tier to look forward to after that. As far as the mechanics themselves, I also greatly appreciate that the ones I saw tended to be mechanics that everyone had to deal with, and not something that could be pawned off on the tank/healer.
I only got to play Polaris and Hell Raised 6, but I’m hoping others can fill in the gaps.
Polaris
1- Haugbui Jarl definitely had a new skill, some kind of electrified attack, but I did not really get to see that in action, so we either we got lucky, or it got pawned off on someone else. Regardless, it was a first try one shot where I didn’t have to learn the mechanic.
2- Maddening Melody plus Death Squall and adds made for some interesting variable situations that I liked
3-Electrified crates! YAAASSSSSSS!! It is so obvious that this was always the intended way to have to handle phase 2. I appreciate that vision finally coming to fruition.
4-Maddening Melody strikes again. This time, with no AoE forcing players off the point they are currently on, this mechanic was more static, but still, it caused the responsibility for dealing with adds to be given to a dps, which was cool
5-Does the Primordial Dweller have a new mechanic? If so, I never saw it materially impact the group. Another first try one shot.
6- The blue phase reflect damage is painful. It feels like 90/10 dps allocation is a serious consideration for several fights. Maddening Melody during hide 'n seek was quite the panic for a bit, but again teamwork saved the day, with the group splitting off behind two pillars so players were spread far enough apart to move around.
Hell Raised-
6-I got dragged straight into the MT, and I will say, the change felt fair. There is arguably more going on in the MT fight than any other classic dungeon fight in the game, so the small change soulburn and 3 stacks of LB per tick instead of 2 caused still felt impactful enough. DPS were again tasked with helping, as it appears the healer is hard pressed to keep up the tank, heal off all the forced DoT damage, and deal with that level of cleansing.
What everyone else think? What mechanics did you get to see that I didn’t, and how did the group have to work together to handle them?