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But I guess there in lies the problem with most of the boss in this game.
That is on top of the one shot boss mechanics and the punishing 1 try per key.
I am all in favor of a meaningful death penalty, but that is a bit too much.
Just to say Lightless Arbor is the money sink, Temporal Sanctum is crafting.
(Yeah I guess I'm being pedantic)
Problem is nothing punishes you nearly as harshly as dungeons for dying. Monoliths have basically zero-penalty for death other than losing completion rewards that mean absolutely nothing compared to the observatory quests - in fact most people actively go out of their way by using lenses to completely avoid having to do dungeons and locking them out. When a rather large portion of your game is actively being X'd because of an obvious disparity in punishment/rewards system then clearly you've got balancing issues - frankly, I would never run this miserable dungeon either if not for some very specific gear drop from the t4 version of the boss.
Yes, you are right. Never ran either yet, just read about it.
It's like another issue almost.
I don't like the fact that anytime i need to craft a legendary I have to do it all over again
It wouldn't be as bad if those keys weren't scarce
I have about 7 full tabs of unique That I cant do anything with because I cant find a key to even try it
Thats another thing / if you die goodluck on going to just find another key real fast
could take hours/ days to find a single key
it took me a whole week just to finally get a single drop of that key
so yeah
The dungeon itself is pretty cool and I like the idea of it
But very very limited keys just sucks very bad and I feel like they need to buff the drop rates on those things
You're referring to Temporal Sanctum but I understand the sentiment. Being locked behind a key drop just to attempt a dungeon that then requires you to proceed through 2 full levels worth of trash mobs to then potentially get 1-shot squashed (in the case of LA this potential is huge) is the game clearly not respecting your time.
Take a look at monoliths - is Lagon a tough fight? Sure - unless you're some cheapo warlock - but if you die fighting him, you can dust off and try beating him again as many times as necessary. This is a mechanic that respects your time and allows you to increase your skill.
Dungeons in their current state are literally the opposite of this. You're trying to grind through 2 full levels that offer little to nothing in the way of rewards only to be severely punished if you're not 'the right build' even though this build can be played through any and all monolith content.
Of course the other option is to just go online - follow some guys excel spreadsheet and faceroll everything with a clearly OP setup but then for some of us that runs counter to playing a game that offers you options if there's really only a few 'correct' builds.
The dungeon is easy, the boss is braindead, he dies by itself in around 30-40 seconds, you only need to dodge one aerial attack which is scripted and is always the same, first left then right. DEAD EASY.
The only real complain is that the dungeon, is a friggin maze, with a lot of dead ends and blocked exits.
How does he die by himself? Are you saying he kills himself in 30-40 seconds?
I don't think so...