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Me and my friend just finished the lvl 25 one, and that one has a big issue. The flying sections are not optional, unlike the trap sections in earlier halls. And they are hard, especially the last one, which is both hard and long. If you die 1/2 way down, but have previously landed, your body spawns 1/2 way down, which is as good as lost.
They could fix this in a few ways:
* Give an alternative route
* Break it up in to sections with save points
* Make it possible for a friend to revive you when you die (like on the sliding sections in the lvl 15 hall, which I also hated)
I dislike jumping/flying puzzles in all games, I play survival games for the building, collection, crafting and fighting. The best games let you choose what you want to do, rather than forcing all players to do all things.
Perch. That's your way to win here.
Midway through the dungeon I teleported home and put all my loot in a chest, back to dungeon > and surprise: the enenemies didn't respawn yet. Ok, lets continue...runned back until the point where I had left, no enemies on the whole way.
Then, before the start of this last annoying flying passage, I did the same thing again to bring home my loot, back to dungeon, and only the mobs in very first hallway right after entrance respawned meanwhile. Everything else was still empty, including the first boss room.
But I guess this was only possible because I was much faster than the first time around, knew where to go and didn't spend much time with first boss. When I died multiple times in an earlier run, all the mobs would respawn for sure in this time.
sadly i gotta agree : the loot again is a core issue. i told the devs many times by now thier loot system is hot garbage and needs a complete redesign asap or itll kill the game longterm. these dungeons hammer this aspect down again. if the new npc didnt exist there would be no reason to ever enter these halls aside for the sake of them beeing there.