Boss Gauntlet Feedback and Suggestions:
First off, I’d like to thank the Devs for the addition of the Boss Gauntlet. It has sparked excitement for many long-term players, me included. Let this sentence serve as a spoiler warning if you have not yet attempted or completed the Boss Gauntlet and want it to remain surprise. This is an entirely subjective write-up, and a reflection of my own opinions based off my own experiences from the groups I have been a part of. At the time of this post, I have 25 completed runs. I encourage anyone who’s had similar or varying experiences to share their own thoughts about the Boss Gauntlet. (Humor, and especially sarcasm are easily lost in written dialogue. Nothing written here is intended to be hurtful)
Boss Feedback:
Room One - Ciervos and Maronesa: I think this is the best battle of the whole gauntlet. The bosses themselves are not terribly challenging or difficult, but it requires team strategy. I have nothing to suggest about this battle, its great! Thanks for the cow fairy! Would it be possible for this fairy to offer Deer as well? Not everyone plays druid for the free swap.
Room Two – Tidal and Tremor: This battle is much easier than the previous battle. The bosses are perhaps the most trivial of the whole Gauntlet. It would be nice to see it stepped up to slightly more challenging than the first battle. Suggestion: Tidal currently spawns tornados that have 200 hp. Make these a bigger problem! I also think it’s a bit more fun to separate the bosses from the same dungeon. This happens a few more times in the dungeon. Tidal with Chief Science Officer would be tornado alley. (maybe add The Fog?)
Room Three – Beakhorse and the Forgotten Loading Golem: This battle goes back to being on par with where the gauntlet started. It is more difficult than the first two rooms and requires some team tactics to avoid becoming stun-locked from the golem. I have nothing to suggest on difficulty! It’s a great battle.
Room Four – Asterion, Hapis, and Mother Snail: This battle can be a lot safer and a lot more predictable than the previous room. It FEELS easier. Hapis can give a nasty group stun-lock, but the only time it seems to be an issue is if you get an unwanted basilisk or some little golems joining the fight. (Mandatory line about Asterion sending you to Labyrinth, LMAO!) Suggestion: Have Hapis come out earlier, perhaps once Asterion has had ¼ of his life depleted. It would make the fight a bigger challenge.
Room Five: The Snake Master and Buttercup: I’m having trouble ranking this battle on the difficulty scale. It’s a DPS check. It sets a threshold that if you cannot survive the poison from these mobs before you kill them, you will not do well with what’s to come. The battle is not particularly interesting, or full of strategy. The big snake sprite is awesome. Suggestion: Keep one of the poison mobs, but make them have more HP & Armor. And maybe mix up the other boss with another room.
Room Six – Sherzat and The Shower Slime: This battle seems easier than every other battle except the Tidal/Tremor room. Sherzat and the Slime together are less of a challenge than fighting Imarak with his adds on the way to the gauntlet. Suggestion: Make this battle more challenging. The slimes spawned seem to be the same level 70 slimes from the original boss. Tuning up the slimes to sort of “endlessly” spawn would be fun.
Room Seven – Zukelmux and The Ancient Nature Elemental: This is the hardest encounter in the dungeon, and where the most groups wipe. It’s because of the scorpion adds, and not at all the bosses themselves. I want to repeat: The Adds are stronger than the bosses. I want to say that I am 100% for the difficulty this battle brings, but it really should be the last battle. Big bad Zukelmux looks like a toy compared to the size of the nature elemental when they stand next to each other. The only other suggestion is that this battle is too hard for being the 3 rd from last room, and everything after it is a step down in difficulty.
Room Eight – Chief Science Officer, Security Officer, Captain Evergloam: This is the exact same line-up as the vanilla Evergloam room in Wintertide. The tornados got tuned up, and are nasty if you don’t take the Science officer out first. It’s a DPS check to keep too many tornados from spawning, but It’s almost funny compared to the previous battle’s difficulty. Suggestion: Increase the length of time that this battle takes. The tornados are nasty, and hit hard enough, but the other bosses seem to go down way too quick. Increasing the HP & Armor of Evergloam is an option.
Room Nine – Dalvos’s Astral Projection and Empusa: This is the second hardest battle in the Gauntlet, but still a huge step down in difficulty compared to the Zuke/Elemental battle. It requires strategy and specific elemental damage, both of which are great hurdles. If you take out Empusa first, and have an element to kill Dalvos, the only challenge is when the manticores come out, and it seems like a cheaper version of the scorpions from the zuke fight. Suggestion: If this battle is going to be the big end battle, it should be the hardest. There are a lot of ways to make this harder.
Other Boss Gauntlet Feedback:
The non-boss mobs: There’s a bigger chance of an entire group wiping to a single beetle than half of the boss fights in the gauntlet. Accidently adding or having a beetle spawn during a boss fight can end the entire run. As a player, I would rather take away the difficulty of the beetles, and apply it to the bosses themselves. It’s more fun to celebrate a victory over a curse boss than the “adds”. Suggestion: Rename the “Boss Gauntlet” to “Scorpion and Beetle Gauntlet”
The Hidden Pit: It’s not good, but not because of its intention. Falling into the pit yourself is the only thing the pit does right. The bigger issue with the pit is mobs falling into it. Every gauntlet run I have been a part of, we have a small golem that ends up in the pit all on its own. This locks the entire group out of changing loadouts or putting abilities on their side bar. It’s the age-old frustration of being stuck in combat when you should not be. What’s worse is that bosses can be kited down into the pit, ruining an entire run. The only way out of that is to not finish the gauntlet, wait for the boss to despawn and respawn (effectively forcing you to start over), or perching the target from the top of the pit where it cannot reach you. I’m pretty sure that’s not how any of the bosses were supposed to be fought. The last thing I will say about the pit is that it is possible to put mobs in the pit just to get them out of the way. Suggestion: Stopping the bosses from entering the hallway would likely be the best solution to this. Make the entire hallway an elevated platform so only players can get stuck inside the pit.
The Button at the end: Currently when the button is pressed after completing all 20 bosses, it blasts a server announcement for the person clicking it. For someone who completes the gauntlet, it’s satisfying. I’m sure it’s asking for too much, but Something fun should spawn like a loot pig, or a scape goat. Or you could keep in with the theme of the current gauntlet and just have it spawn another couple beetles.
Tank/Healer Tactics: To complete the Boss Gauntlet, it is imperative to have a very good tank and a very good healer. No suggestion for this, but there have been discussions in the past about the roles that Tanks and Healers have, shoeing us into the holy trinity for End Game Content. I have a question if this is the projected design that we will need for level 90-100.
The Best Parts of the Boss Gauntlet: I want to express again that I love this new content. There are many things the gauntlet has done right.
Hands down the most fun that has come from the gauntlet is playing it with friends. Having team tactics take front stage is more fun to me than getting a bunch of solo builds together for an AM daily. The opportunity to get some unique items at level 85 is great. It’s a poor man’s way to daydream about items from a MEGA Raffle and breathes life into a lot of build possibilities. It feels rewarding for what you go through between the loot and the coin sacks. The titles are a great way to grow excitement for repeating the same content many times. Tanks and Healers have never been more important than in this dungeon. A lot of players are shaking up their old builds or rolling new builds altogether. I wanted to write about suggestions for future gauntlets, but I don’t want to take away from what we have right now. I’m sure a lot of people have ideas for what they would like to see “next time”. For now, I will only say that I am looking forward to more Gauntlets.
(Thanks to Celerity, Lyramis, and Ranperre for giving me feedback before posting this!)