Many thanks to you for improving performance, now I can play normally, although I have not yet been able to check the performance in the gorge, but the difference is already noticeable.
For beginners, too, good changes, now they will not complain that the mob is killing them with one or two hits.
New dungeon
I don’t even know where to start, so I’ll start in order from the beginning
First, I want to note the beauty of the dungeon, everyone liked it, without exception, here you are well done 10 points, in this dungeon the best for my taste.
Traps are very annoying and delay everyone, it’s very bad that you can’t remove the negative effect, but in principle, given the horror that goes further, the traps bother me the least.
The first boss in the last phase requires two tank classes, he will not be able to beat one tank, it turns out that only because of the first boss you need to make a second knight or constantly pump or throw off the champion’s shield, this is very bad, uncomfortable, annoying and discourages all the desire to walk into this dungeon. I really hoped that you left this practice after inferno 4 bosses and we won’t see this in the game anymore, but unfortunately there are 2 bosses in the new dungeon.
The event on the first boss cannot be done by champions, they cannot get skills, I understand that healers can not get or knights but why can not champs, I propose to fix it.
The second boss, in principle, will go, the only thing on it is to increase the aggro limit, we killed him 2 times and each time in the end there was an aggro search, it’s like Glasis in the gorge, a very small aggro limit. He won’t be able to quickly kill him because of the events, which means that with the new equipment aggro will be sorted even faster.
We didn’t like the 3rd boss at all, it needs 2 tankers again, it turns out that on the first boss you pumped the champion’s shield, on the second boss you reset the champion’s shield and on the third boss you pumped the champion’s shield again, this is some kind of nonsense, this should not be to be in the game.
Here is my suggestion for 3 bosses - remove the mobs and make 4 effects on the boss that are removed as the event progresses, and after that the boss himself does not die and begins to beat the players like a normal boss, so that you can inflict damage on him.
The event between the third and fourth boss deserves a separate negative opinion, why do this, it’s complete nonsense that causes irritation, takes time and discourages playing, none of us think positively about the event with a golem between 3 and 4 bosses.
I would rather demolish packs of mobs between 3 and 4 bosses, for example, there is a golem and during this mobs appear which need to be killed, at the moment this event is very annoying
Mobs after the second boss are also busting in my opinion, they keep the character in fear for too long, and it’s not right that practically nothing works for them to prevent fear, it may be worth reducing the character’s stay in fear or make other changes, for example, so that the mage could use silence on mobs.
The last boss is the most interesting of all, on it both interesting tactics and damage can be shown.
In general, I would say the dungeon is too tactical, the tactics are literally on every mob, the dungeon is very long.
People come to the game to relax and as a result, such difficulties with tactics only exhaust them even more.
Too much abuse of tactics did not appeal to anyone at all, but in principle the dungeon itself is very beautiful.
The location of the dungeon, the drawing of mobs and bosses is very popular with all our players, without exception, but we didn’t like the abuse of tactics.
Therefore, I can give my assessment on a scale of 10 points.
The beauty of dungeon, mobs and bosses 10/10
Tactical 6/10
In general, thank you for your work, making such a dungeon was not easy, I hope you will continue to delight everyone with a new dungeon in 1 year.