Dawnbreaker is killing the game

So no good constructive explanation why you hate it, but you just spread the hate right now. If you got ceonsored then use a correct and proper words so it won’t be reported.

Personally I really like this dungeon, and it’s one of my favourite, and can’t wait for m+. No sarcasm. Didn’t watched anything before the expansion, and knew what to do there tho. You just read, hear what npc are saying, and look around what is happening. They finally did something different, other than go kill some trash and boss, repeat it 5 times and you good, but of course people are complaining because they don’t want to learn, and only want to go easy way - orc smash.

I see only an issue with bad design on the second boss that is hard to see and learn at first what to do to reduce the boss strength. There are marks on the mini map, but the area is totally not intuitive to navigate, and people pull everything around. With my friends on HC I just go and kill the boss with all his buffs, but we will not be able to do that on m+ so.

I just zoned into Dawnbreaker leveling dungeon and first the tank left the group then the healer left the group and the DPS left too after I had queued us again, didn’t even fight a single mob. Speaks volumes how well received this dungeon is.

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I second this, i leave as soon as the loading screen is finished. Worst sht that ruins my day and its not worth it, rather take a penalty.

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The reason why people dislike it, I think, is because the telegraphing is done through an npc screaming big boxes of text (if you’re deaf, a busy tank or if you play with the sound off, good luck reading all that) at you. But even the sounds are a cascade of noise so I tend to put the sound on very low, just enough to hear the plings of my spells.

Now, coming from a point of view where I haven’t played wow in a loooong time, this specific dungeon is just too confusing in ways I cannot figure out without having to look it up. I don’t mind dying a few times and figuring it out, but I constantly had to go to reddit and figure out what to do or else we were stuck. I’ll explain.

For instance, someone that played DF might find it natural to hop on their own mount midfight, or the idea may come into their head because of how they were prepared by the previous expansion. However any other player (old style, or new player) doesn’t think of that because you were always taught that hopping on your own mount in a dungeon is already not done, but during a fight? When someone in my group told me “she says to fly off” my first reaction was to look for an npc mount on the ship or something.
Also, my friend had his bars set to disappear in battle… and his mount button was on that one - after all, you NEVER need to fly during a fight. In fact, you’ve always been taught you absolutely can’t.

This could simply be solved by having a big text in your face with ‘hop on your dragon riding mount’. You know, those texts that DBM used to have. Having a warning sound added with that goes a long way. Very simple, very clear. And not a whole bunch of npc text that anyone without sound has to read. The npc boxes are too large and too long on screen anyway during a fight, adding to the chaos.

Keep it simple, keep it short. (Inbefore ‘the irony’ on this wall of text :p)

Like with the bombs on the third boss. As a tank I’m quite far scrolled out but they’re still behind me because of the low ceiling. I do not see them.

Have just one big line: Bombs are ready! with added warning sound. You don’t need more: people will start looking around thinking “why is that warning there?” and “what do I do with those bombs?”. You still have to figure it out, which is the fun part, but you are not completely lost on what to do.

Flying off following the boss is another confusing moment. On the first boss I learned form this fight that I don’t need the orbs; I didn’t use them and I survived. I used them and it only seemed to give me more “airtime” (dragonflying meter). It didn’t prepare me for HAVING to pick them up when following the boss.
Simple solution: have a warning saying: darkness will consume you: follow the light. And THEN you can have an npc yelling: don’t let him escape!! It would just be an extra, but it would help newbies like me to figure out what these new mechanics are that we haven’t experienced before. Because when I died following the boss my first thought was that it was wrong following him, apparently.

The green line with the waves is a perfect example of telegraphing nicely: you still have to learn what it is or what it does but it’s quite clear on its own for warning you about “something happening soon”.

Also, using certain telegraphs, they need to mean the same thing every time. And you need a pointer on what they mean the first time you encounter them.

Ff14 dungeons have their own problems, but what they do well is that they teach you every single telegraph in a fight first, by slowly throwing them at you at the start of the fight, after which they build up to a dance of quickly occuring mechanics, sometimes more than one at the same time, making your skill at the game more important than numbers. Personally I like that part, obviously anyone can disagree. Point is, it’s much clearer without it being much easier.

Conclusion: apart from bugs, classes being gimped because of the mechanics and motion sickness the telegraphing in this dungeon is off and can easily be improved with some minor changes.

I’d say this is more of a late expansion dungeon when even the new people like me are used to the for us “”“new”“” mechanics. It would be really fun to use what you have learned in this culmination of craziness.

I just don’t think the way it is now works for new or returning players that missed DF specifically.

But it’s quite literally a thing that you face once, and then just know. So you can adjust your keybound mount, have your mount on a visible action bar, etc.

Just like the other dungeons where the mechanics are barely existing? I’m glad they tried something “different”. I mean, overall the mechanics are pretty straight forward; don’t stand in goo and interrupt special abilities and you have 75% of everything covered.

Then aim your camera more in a horizontal angle instead of vertical.

They’re pretty easy to spot, but some don’t even see them while they are standing right next to one. This isn’t a camera-issue, this is (not in your case) overall a result from the absurd easiness on heroic difficulty.

Quite big clickable barrels are being tossed on the deck, granting you a special-action button when obtained. Again, it takes doing that mechanic once to understand what’s going on.

Why not? Skyriding is the default transportation method till the moment one has completed the main-campaign? That should give plenty of time to figure out how it works, won’t it? Afaik this one isn’t available for new non-80 players anyways.

after doing it at m0, and by the way not dieing even once, I have to say it is much worse than i remember.just wtf. i was in a bad mood for hours after and then I spent another day in denial before I realized that the reason i was feeling like this was the dungeon.

I will be perfectly happy having 0 m+ score from this dungeon and while i brought myself to do nokhud last expac at least a couple times i will not make the same mistake again. this dungeon honestly is just bad , not just as a whole but for mental health too. it is so counterintuitive that learning to do it makes you worse.

I would rather try to spam grim batol for the trinket with low m score and take 1 hour to find a group than do dawnbreaker once for score and find groups faster and that is saying a lot.

the fist and main reason for me to run dungeons is the fun factor the Dawnbreaker is not fun so i wont run it, i like my dungeons linear you go from point A to B don’t want to mount up go to places where you cant see, its more a dungeon tailor-made for E sport and mythic+ competition.

3 Likes

Everything in this dungeon is counterintuitive and lame.

You start the dungeon without being able to fly and then mid fight the game EXPECTS of you to have a keybound flying mount or you die. you do get a warning but it too little too late .

Mounting up is something we have never used in combat before until df and i honestly hate it but no matter how much i hate Tindral at least it made some sense, Dawnbreaker in not it and the way that flying interacts with pet classes is not well made enough for me yo excuse the innovation,if you can call it that.

Then there is a bug that if you died and release too fast you die again or if you leave the ship too fast you may also die and then you have. This will be fun in m+ but i will not be there to see it.

After this you get to enjoy motion sickness waiting to see where the tank will land and fight maybe the only thing in this dungeon that feels at least more like a bossfight than a gauntlet.
and then then you have to figure out you have to go back to the ship

Now you finaly see the last boss . bl pop cds and mash your buttons, sweat adrenaline,tears no need to hold back any more, there wont be a next pull so you may as well use everything here and max that dps meter, but wait, the healthbar is not moving, maybe its a scripted percentage, WTFDYM BARRELS ARE READY ??? I KILLED GODS WHY DO I NEED GENERIC BARRELS ??? and now you realize that nothing matters your rotation and skill that you got from hundreds potentially thousands of hours is nothing not just in general but even in the one place it was supposed to be at least a bit important.Its all nothing…
then you have to take your mentally destroyed lifeless carcass and get motion sickness collecting orbs for 58580878 business hours until the boss decides to land and you get there and wait for the rest of the barrels to finish this damn fight, but there are none, turns out you do actually have to hit now and you have been standing around like a clown waiting for what??? BARRELS???

This place is bad and whoever made it is just pure evil sociopath with no empathy.

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One person went afk before ship and npc’s which are on the ship were constantly re-spawning. :roll_eyes:

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Now we get skyridng turned on when we enter. That solves the problem in this dungeon. But it happens not only in this dungeon. Flight style is changed for all of them (as far as I can tell). Even timewalking ones… Which I’ve noticed because it’s not set back to what it was before when you exit.

I often fly around picking flowers and doing quests while waiting for queues. Sometimes on my blue shiny otter. Which only can fly if steady flying is on. Sigh.

How exactly does that solve the problem?
The fact that we have dragonriding as defult and we have to get pathfinder to unlock normal flying is basicly Blizzard admiting that the norm al flying is the “premium” one.

now that we agree that normal flying is better it makes more sense that some people like me dont like dragonflying at all , yet not only it forcefully switches to dragonriding, it also STAYS LIKE THAT AND YOU HAVE TO SWIRCH IT BACK AFTER???

And you know what ? we would not need the game to switch our flight preference and all ther buggs that come with it if it wasdnt for Nokhud and Dawnbreaker.

So yea I blame those 2 dungeons for the fact that after timewalking i have to switch my flight back to normal.

There is no good part, there is no silver lining, these dungeons need to go.

I’d prefer The Oculus and that was known for instant leave!

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Lol. One Dungeon whic actually is Designed differently to the Tons of Static Tank and spank Fights and people guet annoyed.

Jeez

I love the Dungeon. Its engaging. I Cheer for the implementation of Skyriding in Bossfights.
Bring more of those please

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i guess the only problem FOR ME in db is the part where you have to chase last boss. I feel dizzy and sometimes i lose the direction, dyin…
All the other mechanics are easy (ok maybe not but are doable).

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They had this in Cata but as some dungeons got ignored so players couldn’t complete those for quests, mogs etc.

Although with Follower dungeons that’s less an issue I suppose.

Back then you had to find a dungeon Entrance to unlock it. So players just never went near some dungeons so they were not unlocked. Bliz fixed this by removing the unlock requirement.

Then don’t chase him :slight_smile: Follow the boss up till under that bridge and instead of following him to the right just fly straight ahead towards the end (where he’ll land / where the fight continues).

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I don’t struggle with that one: boss always flies the same route and the golden orbs show the way.

However, what I really dislike about the dungeon is the trash part before the 2nd boss. It’s not even how hard the trash hits, it’s the simple fact that there are no [easily accessible] save spots to land and wait for all members of the group to arrive before engaging the packs with the generals.

What “killed” most of my groups is the tank landing first and until the healer arrives or the dps do to help with interrupts, the tank is already dead. And “waiting for the healer” isn’t as easy as it sounds: skyriding is too fast - the dots on the mini map showing your team mates aren’t updated accurately and “waiting” for others in the air isn’t possible either as there is no way to hover in place and flying circles has the dot update problem again.

The dungeon could be nice if there were less trash packs placed around the generals, allowing for ppl to land before engaging them and avoiding accidental pulls from ppl flying in in a hurry in an attempt to save dying teammates that are already infight.

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There are safe spots to land, that you don’t know about them, that’s another story :stuck_out_tongue:

For example you can land behind the 3rd miniboss (the closest to the boss), there’s a safe spot between the miniboss and a big spider which is perfect for pulling the miniboss and for aiming the orbs in a straight line.

Well, since there are usually 5 ppl in each dungeon group, clearly isn’t not just me not knowing them, but quite a wide spread problem.

Still don’t see why we need to have safe spots requiring you to accuratly land on a pinprick spot (like the outside wall of the church right to the entrance) instead of a wider area in front of the generals. If the dungeon difficulty comes from having ppl body pull trash packs and stressing out healers who have to hurry after tanks landing in packs, it’s simply bad design.

That’s just another mechanic from the dungeon, I don’t see why this is bad, you fail to land, you die, same as if you stay in the darkness area for too long.

Once people learn the spots it will not be a “problem” anymore, same as with boss mechanics which people still fail, like not aiming the orb etc…