The HMs of the first two bosses are the hardest non-final-boss HM that I've seen in a dungeon (not that there's much to compare to, as the only other dungeons with HMs on the lesser bosses are SG, BDV, and RPB).How did the difficulty compare to existing dungeons on Normal and Veteran versions?
Vet HM for all three bossesDid you complete Normal or Veteran (or both)?
We used our live character copies.What level and build was the character you used?
The secret areas were fairly easy and straightforward to access. Unfortunately, the NPC's dialog when you access the secret area is not skippable. I.e., even if we immediately lit the braziers in front of the orange crystal, she still completes her introductory speech before activating the crystal. I would suggest that if the brazier gets lit, then she cuts her dialog short and activates the crystal, so people who are there for the first time can get the full dialog to explain lighting the crystal's braziers, but for people who have done it before, she could skip the explanation if players light the braziers before she explains that.Did you happen to notice or find anything interesting? Just curious…
As I noted in the feedback for RPB, this dungeon's HMs are considerably harder, because they actually punish you for mistakes. On the first boss, if you push the boss too hard instead of being more careful with taking care of adds before pushing to the next set of spawns, then it's easy to get overwhelmed. On the second boss, the walls are 1-shots. And there is so much damage on the last boss.Do you have any other general feedback?
Yes. It was really interesting. Some of the mechanics taking a new twist on old mechanics (Depths of Malatar, Fang Lair instant death walls) provide a fresh coat of paint along with the new mechanics.Did you enjoy this new dungeon?
I'm unsure. I'd say they're harder than the Live or last week PTS of Stone Garden. Defintitely harder than the Q1 dungeons and I believe they are probably the hardest DLC dungeons to date.How did the difficulty compare to existing dungeons on Normal and Veteran versions?
Normal and veteran hard mode.Did you complete Normal or Veteran (or both)?
All of them were unique. It's hard for me to pick a favourite. I'll only be going over the hard modes for the sake of discussion. On normal, nothing really hurts enough to care.Which was your favorite boss in this dungeon, and why?
CP cap template, DK tank using Yolnahkriin and Crimson Oath. Stats and skills are more or less the same as Live. Group consisteted of a magicka Dragonknight, a magicka Warden, and a Templar healer.What level and build was the character you used?
The secrets are a lot more obvious this time around. Less of a secret and more of a bright blue neon light (almost literally). A very obvious optional extra rather than a secret. Additionally, it's a shame you can't do this solo or as a duo. It also seems somewhat arbitrary to have two initial braziers but three crystals. You could do the initial two as a duo, but once you go inside the trapdoor you need three people for the crystals.Did you happen to notice or find anything interesting? Just curious…
There's only one bit of interesting feedback for this dungeon and I don't know whether I like it or not, or if it's even intended. On first boss, last boss, and on other Scorions, if you attempt to use Mist Form after taunting, it will instantly de-aggro the tank and go after someone else. We were initially unsure if this was just a change to the taunt system or if this was intended to happen. It doesn't seem to happen anywhere else. If this is actually a mechanic, then it means Mist Form is a no-go for this dungeon, or you can only use it at specific points. Can we get some sort of confirmation on whether this is supposed to happen or not?Do you have any other general feedback?