Murozond's Rise needs to be removed

I agree, Rise and Fall it’s a nightmare.

Bad tuned, lame tactics really really bad dungeons.

Pair it with bad affix weeks and we wish this lame season to be over.

My only beef :cow2: with Rise is that the timer is way to tight on any affix.

Other than that, Fall&Rise seems fine to me.

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Mechanics of bosses are actually fun

Just take 2 mins off BRH and add it to Rise, there we go, balance

ITT: People who don’t understand that RP is compensated for with longer timers.

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The only pain points for me in Rise are the Battlefield boss (because so many players aren’t capable of baiting the frontal properly) and the last boss (because so many players aren’t capable of doing the orbs properly).

There seems to be a theme here…

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If you can’t zug zug it with me smaaash dps then its a “bad mechanic, bad boss, bad affix, bad dungeon and etc.”.

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And this just proved me right lol, none of the 25 or higher rises were +2 on this RIO link, if I missed one tell me, but I cant see it, compared that to all other dungeons… Have you done it maybe? Even if you find it, did you complete a higher rise with +2? You prove to me that you did it and fine, don’t send me someone who is top 100 in the world, because that is a small portion of the player base. The dungeon itself is not hard, just the timer is too low because the roleplay is too long, there are dungeons with far more trash, but that you can manipulate, pull more etc, you cant pull more roleplays…

No you are correct, none of the 25+ level keys were +2’d.
There is a point where a +2 is not possible, but you already knew that so i am not sure what is is that you are saying.

So did these groups all have a shorter roleplay time than your groups?
I assume thats what you are getting at here?

No, I am just saying, I can +3 BRH +25 or AD +25, WM +25… but not rise +25… even with 10ish deaths, we had 3 deaths in rise +25 and missed timer by 33 secs… while with 10 deaths on AD we did it +2… so compared to other dungeons, this ones timer is too tight.

So make the timers on the other dungeons shorter? They are clearly too easy. Right?

THey need to add more dungeons, not remove the few we have.

or that, yes, but make them roughly the same. But its kinda stupid to do that now since people already got raging from them being too easy.

I don’t find DOTI an enjoyable dungeon, all the portal hopping is just tedious.

Sadly I keep getting keys to go back there.

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Not all dungeons should be designed around m+ imo.

The m+ rules restrict dungeon designs too much. They just can’t make fun dungeons when they have to design all dungeons with the time limit, affixes and caling difficulty in mind

Not disagreeing, but then they should just never release the dungeon as M+ version.

I agree entirely with this, but sadly a company isnt going to let easily recycleble content go. Same with mega dungeons, they shouldnt be split up in multiple parts for the sake of m+ either.

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if people are capable of doing it on +28 then im sure +20 is more then doable if people are like 480+ .

that said i can agree that they should remove some of trash packs from that dungeon .

Actually I agree. I got keystone hero (2500) on my mage by doing 17+ MR and 14+ (failed on week 1)… I’m just not touching that dungeon. It’s frustrating to do with PuGs.

Of course people can do it on a +20 with 480 ilvl. That was not the point. The game does not stop there. The +29 was i think a run with bugging out the first boss, which is fixed now. There are a couple of 28’s, indeed but other dungeons are on 30 or even 31.
But that is also besides the point. I think the dungeon is overtuned in comparison to BRH or Atal (or all the other dungeons are undertuned). But that is a complete different subject.

Dungeondesign has nothing to do with doable on certain levels with certain ilvl.