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Hunter's Vale
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Hunter's Vale has been re-introduced to Return of Reckoning in the 2024 - Wild Hunt Patch , and can be enjoyed with completely restored and working mechanics for all PvE enthusiasts. These restored mechanics mean on the other hand that Hunter's Vale might be a tad bit more challenging than before, as new mechanics will have to be learnt.
Part of the current PvE Development Goal is to restore all dungeons and their mechanics to their original form before the Ability Rework, as they were or better. It is important to clarify, that the goal isn't to make PvE Content and Dungeons Harder in Return of Reckoning, but actually to make it easier - where we can - than before the Ability Rework, while still offering an authentic experience that both we and the players can be proud of, representing the Warhammer Fantasy Universe.
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Important! This thread is for Hunter's Vale Feedback about mechanics, monsters, bosses and their abilities in order to help us fine-tune them and set the intended difficulty.
The thread is not to ask for removing PvE, Dungeon Lockouts or to remove Dungeon Mechanics - please respect it!
Post Converted into Megathread by Hazmy - Community Management
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Greetings PvE enthusiasts,
Firstly, I want to express my gratitude for the recent reimplementation of PvE content. It's been a refreshing addition to our gameplay experience. However, as someone who organizes daily PvE runs, I'd like to share my perspective on the current state of Gunbad and HV dungeons.
General Feedback:
- Incorporate core game elements into boss mechanics rather than relying solely on granting them supernatural abilities. The game thrives on buffs, debuffs, and the interplay between them, which should be central to boss encounters. For instance, there are many classes that can shatter enchantments or buffs - incorporating these elements could enhance the encounters.
- There seems to be an overabundance of crowd control (CC) abilities among mobs, with some being used too frequently and with too low cooldowns. This can result in frustrating situations where players are continuously CC'd once their immunity wears off.
- Boss Left Wing: The phase where the boss becomes immune and untargetable feels excessively long, to the point where players can even drop out of combat. I urge for consideration of integrating core game mechanics into this phase, aligning with the general feedback provided.
- General Trash Mobs: The number of CC abilities possessed by mobs in what is essentially a "beginner" dungeon may need adjustment to provide a smoother progression experience.
- Spite Boss: The Spite adds' powerful silence ability feels overpowered, especially when factoring in the abundance of CC mentioned earlier. Additionally, most tanks struggle to maintain aggro due to the rapid respawn rate of these adds.
- Last Boss: While the mechanic involving spears on the ground adds an exciting layer of challenge, the subsequent phase with the absorb shield feels disproportionately difficult (in terms of requiring way too long to clear). Even with a composition of 1 healer, 1 offensively specced tank, and 4 DPS, the boss takes an excessive amount of time to clear. This likely makes the encounter way overprolonged for groups using a more standard 2 tank, 2 healer, 2 DPS setup.