The Dawnbreaker dungeon - what are your thoughts?

The idea of the dungeon is nice but how it was realized is just bad. People hated Oculus back in Wrath for a reason and for some unknown reason Blizz thought it would be different this time. This will be the dungeon no one wants to run Keys for once they completed it one single time on acceptable Time/Keylevel/Rating

it is a great dungeon :slight_smile:

Think its a fine dungeon but the worst so far is 100% Darkflame cleft

I get motion sickness from it and it’s generally horrible. How did this dungeon get pass the idea board, let alone the alpha/beta test?

Sorry if I sound very negative/angry. Generally the rest of War Within is amazing.

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I think it was fine.

10 chars

Hated it. I hope they rework it for Mythic+.
Some skills completely bug on moving ships.
1st boss sometimes doesn’t drop loot.
Parties constantly separated in town.
Rare(?) markers all across the town and no idea what they are for.

I did it with followers and it worked ok for the first boss but once we had to fly down to the town it started to go wrong, they would just stand around body pulling stuff including the bosses and if i took off to fly to another area to kill one of the lieutenants they would run along the ground instead pulling everything

It’s alright. Not great, but okay.

I love the idea, but it is very unintuitive, which leads to unnecessary stress. I loved Occulus even when I never understood it. Once you knew it though Occulus was the easiest dungeon to do.

I just did this for the first time an hour ago. A druid healer in the group showed exactly where to go. So it seems knowledge is key. Watch a few videos before you go in.

+1 for motion sickness, my friend with vision impairment cannot run this dungeon reliably… and this is in the expansion that supports the disabled people… kinda you know…

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The dungeon is ok. It’s not bad but it’s also not great. Pretty average with a cool idea.

The only real criticism I have with the dungeon is that it’s incredibly unintuitive at first. People usually have no idea where to go as it’s not properly indicated where to go and what to do. That’s kind of bad design. It should be at least somewhat obvious what to do imo.

After you got the hang of the dungeon (so you know where to go and when to go there) the dungeon mechanics itself become somewhat solid (except for some bugs ofc).

Also, as a side note, the contextual shifting of druid travel form is not ideal during the first boss which forces you to mount your flying mount and get off the ship during the huge explosion.

Since you don’t leave combat the travel form shifts you into a stag/cheetah rather than the bird/owl, so you have to use an actual flying mount.
This kinda put me off at first because I just didn’t have any flying mount in my action bars, lol.

Not a big deal ofc, just slightly annoying on your very first encounter.

I’ve ran the HC version of the dungeon a few times now and it’s actually growing on me. If people know what to do, it’s pretty quick and comparatively easy.

The main issue in PUGs so far has been that tanks go straight to the second boss without doing one or two of the lieutenants first, so he does a lot more damage and has a ton of HP.

The difficulty with the lieutenants is that there is no clear indicator where the tank will go, so there is a lot of time spent on circling in the sky and watching dots on the map. The NPC does mention the church first, though, so hopefully starting there will become the standard.

The other common problems will all quickly resolve as people gain more experience: which side to go with the green line, remembering to pick up the barrels and throw at the third boss (one person can’t do all three before the third one goes off), mounting when the black bubble happens at the first boss, following the third boss and collecting spheres.

Overall I’d say this is an easier and faster dungeon than City of Echoes, Cleft, and Priory. It’s just not very intuitive.

This may change depending on what mechanics are added for M0/M±

Indeed. Its a hit or miss depending if people know what to do. If they know then its easy-Breezy

If they do not but are willing to listen then its also bearable.

But if they do not and are not willing to listen. Like i had groups wiping on 2nd boss cause they didnt care to clear out the lieutenants. And even after multiple wipes, I repeatedly told them that they need to kill them first…got told to “shut up, u stuped!”… then yeah…

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I went blind into the normal Dawnbreaker (as well as the rest of my pug group, it seemed), and it was hilariously disastrous from start to finish. Flying down to the town and dying when we should have been flying to the nerubian ships, people dying from aoe on the first boss, tank ignoring the lieutenants and engaging the second boss right away (tbh, I didn’t even notice there were lieutenants at all). Playing a melee character, I also didn’t see bombs during the last boss and kept wondering what makes huge chunks of boss hp go missing.

It was an amazing first experience, but I sincerely hope that people would know dungeon better in more difficult versions.

I just hope Blizz removes the flying part to get to the last boss phase.

I really love it, i think the encounter where you have to mount up to avoid an AOE attack is insanely cool.

It’s just a matter of time, people will end up knowing a route and will always do the same thing. If you think about it is not so different from what happened with Nokhud, how many groups did the final part by going through the front gate at the start of the expansion? But people learned that you could skip the entire thing by flying to the side and for the rest of the expansion everyone did that.

With that said, i would prefer more clear indications an order on some parts. They rely too much on voiced over NPC’s to give some information and that’s fine, but it also needs clear visual indicators both on the map and the world itself.

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