*TL;DR at the end*
The general tendency of newly released dungeons and updated ones are going downside in term of difficulty.
I mean if you take Bahaar aside, AQ being clearable without too much of a struggle, most of the new dungeons are :
1) Too costy in coins
2) Too low on progression reward
3) Lacking difficulty and flexibility
What I mean by that is if you play with a pug, you should have to struggle a bit more on the fights. And that is not done by making the damages taken stronger but by making "blind" runs more punitive.
While not being a really try hard player I still like to have a challenge during fights. And to be honest, I had more times dying with my static in my first run of RMH and AAH's release than on GVH.
For me the fights should be a reward to progress through by themselves, but the problem is also that the mats/gear rewards are non-existent anymore. Why run AAH/VSH/RMH when you can just spam RKE and GVH and get more substantial rewards with less difficulty ?
In my opinion it should be possible to have more old dungeons coming back and having the constant ones being buffed.
We really need a peak in difficulty and in consequent reward for existing dungeons. Now Stormcry gear is literally the first gear you get when hitting 65 and this without even taking the time to perfect your playstyle which was also the reason behind the FM-SC gear progression.
Now that the gear is buffed and people can buy blue weapons for a few thousand golds and combine them with SC armor for the power bonus, the powercreeping in dungeons is just insane. With the base gear, any low skill player can now get past the level of a past update SC+6 player.
Dungeons really need to be scaled otherwise the powercreep from free gear and lvl70 will just make the dungeons more and more boring and faceroll.
In term of mechanics, we need to get back raids and heavy mechanic dungeons without basic facetank.
GV is maybe the most braindead dungeon I experienced lately. As I quote AAH once again, there are a lot of mechanics forcing people to react for their own benefit but also to protect/buff/dispel the team. The uniframable attacks from the regent ain't even as fast as the 'Corrupted File" from Antaroth.
The other problem for me is that the new dungeons are completely healer carry. I use a lot my healer alt and I don't mind having more responsibility but it doesn't leave more importance to dps/tank mechanics. It'd be nice to see more mechs implying shared actions (aside from stuff like debuff which are passive actions) more like VS 1st and last boss (or SCE for that fact).
To be fair I'd love to see more mechs that could wipe the party because one player didn't follow what's happening. I know I could get bad press for that but it's also part of the game to take some time for players/guildies to help them learn mechanics, otherwise just go in a static or don't use pug. It should be a part of every patched dungeons to need a time of adaptation, not just faceroll it by being carried by gear or tank-skips.
Yeah, that's another point. Lancer buffs shouldn't be used freely as skips in dungeons but as safeguards for incoming wipes (divine to save a healer from a failed mech) or to protect/increase dps (Shielding for perfect block damage). Punitive mechanics should have longer damage stacking time to surpass Divine effect if players want to skip the mechanic and unblockable/uniframable attacks should have multiple hits or happen more often to not abuse the shield.
If you look at RRHM for example, lots of people didn't like doing it because it required lots of iframes and positioning reaction, and being able to skip the boss phase change wasn't the cause of deaths or wipes most of the time.
*Once again I talk on a scale of non-tryhard players. Not a static who's been playing together for ever and can clear most of the new content without much bother*
TL;DR : Actual dungeons need to be scaled to counter actual powercreep. Old dungeons need to come back to complete the roster. Hard mode runs for tough dungeons need to give more upgrade mats and rare drops compared to easy HM dungeons to make it even (even if difficulty can be a matter of perspective between players skill).
New dungeons should have more solo/team based mechanics and less healer carry/more punitive ones over reaction time.
PS : I'm not against the actual content (aside from the turn over gearing which bothers me), Exodor is still better done with a party and you can get your new upgrades via last dungeon. But the actual content just needs to be updated to work with the ongoing power progression of the players. I also know that not everyone want to play something hard when playing Tera, and some people may think most of the hm runs are easy, but in the end Tera is one of the last game with decent dungeon grind and I don't want to see old dungeons with good mechanics being replaced with new ones which turned into braindead runs with more reward.
Thanks for the comments you might write I'd be happy to debate about it ![]()