Hello, this thread is mainly directed at the ZOE dungeon designers, but feel free to toss in your opinions about this dungeon as well.
Vaults of Madness is the level 48-50 dungeon inside Coldharbour. Last night I ran this dungeon with 3 other guild mates since we're all stuck waiting for the main quest to be fixed.
We ran the dungeon with the following:
- Templar full healer spec
- 3 Sorcerers AOE & single target DPS spec (weapon swap).
- NO tank, all encounters were doable (some properly challenging).
- The run took about an hour but includes learning boss mechanics with a few wipes.
- Bringing stun removal abilities is useful but we did it without.
I won't spoil the fine details, but I'm just saying you should really make an effort to experience this dungeon with a decent group once you're level 48+.
Feedback from myself and guild mates on this dungeon (and some feedback can be applied to all dungeons).
- Dungeon design is probably the best one in the game or at least amongst the best.
- Encounter design is hit and miss, several bosses are well thought out while others are just meatbags with no notable challenge. Bosses of note were the (forgot names) flame casting flesh atronach, the titan, and of course the final boss, which really gave us a nasty surprise in our first wipe (well done on that, designers!).
- Dungeon trash mobs drop absolutely nothing in the majority of the dungeon, those that do drop anything only drop a tiny amount of gold, and every so often a white item. Not very rewarding or exciting.
- Dungeon bosses can drop level 50 epic items, in our run we had about 5 different ones drop. The problem is that when you don't get an epic item in your RNG roll, the remaining items are rubbish, usually nothing more than a single soul shard and a little bit of gold. Once again, unrewarding and unexciting.
- Repair bill seems... off. We spend an hour in there and wiped about 3-4 times, and we only had to pay a 400-500 gold repair bill. Now, given the current dungeon loot being so poor, that's ok. But what makes little sense here is the fact that this very same group did a public dungeon (village of the lost) for 45 mins prior to the dungeon, we did not ever die in that, but had to pay close to 2000g repair bills! In short, up group dungeon loot, up group dungeon repair bills (specifically the price of failure in wipes, not just for taking damage), and lower the repair bills for public dungeons when taking damage but not being killed.
- All in all I would have liked to see some more traps implemented. The trap at the start of the dungeon nearly gave me a heart attack (well done there as well), unfortunately the rest of the dungeon had no such surprises left in store, other than one for folks that aren't a big fan of heights!
Just our opinion on this dungeon as well as a few general bits regarding dungeons.