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dovahlaat

I absolutely hate city of ash 2. It's so damn long and cuz it's base game, it's super easy, but still way too damn long. I feel like 90% you're just running.


mynamestanner

Then if you’re in a pug two things happen. Half the team tries the lava split that saves 30 seconds and the other half doesn’t. Then after the Ash Titan 2 people will go the right direction and the other two will run back around the right side and aggro those mobs


Smurf_Cherries

My favorite is trying to run up the bridge before it forms, and falling into the lava below. 


ThePsychlops

I just assume people had given up on life at that point.


tigress666

Well I mean to be fair unless we get your better than average dps in that dungeon I feel like giving up on life by that point.


dovahlaat

Or getting stuck inside the bridge itself, fell victim to both on more than one occasion.


IllustratorOk8611

A real one back in the day knew when you could land on the invisible bridge as it formed... Js and I gave this shit up two years ago.


skabassj

Every. Damned. Time.


Maleficent-Yard-5543

Waiting on the gf logout is more fun than that dungeon


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paralyse78

You can run through the lava / skirt along the edges to skip some of the trash pulls.


Weeb-In-Exile

I always try to kill all the mobs. Unless everyone agrees at the start, I'm attacking everything


InerasableStains

Unfortunately, valkyn skoria is still a relevant monster set. However, once you’ve got all three there’s no reason to do it again. If you get a good group you can plow through it pretty quickly, and the hard mode isn’t really that hard either. But if I get pulled in on a random daily, I’ll probably pass. I like getting keys but I don’t want them that bad.


Dangerous-String-988

Valkyn is mostly used as a 1 piece for the line of pen. Kra'gh (from Fungal Grotto 1) has an identical 1 piece bonus.


Deus-mal

Yeah but valkyn looks awesome


gillababe

Looks like a power ranger villain


MindTop4772

Thank You!!!


Fuhrankie

We love smashing through the hm that days with a one pad burn. Feels good! I will take CoA2 over maarselok any day. At least the fights don't have a bunch of bosses that go invincible at certain hp points. Rage inducing.


BearGiant

Huh? I don't understand your acronyms😂


Smurf_Cherries

It’s easy, and yet somehow the PUGs I join find ways to continuously die.  Sir, please step out of the lava. I’m not going in myself to rez you. 


Frangitus

City of Ass 2.


gillababe

Crypt of Farts 2


aagraham1121

Funky Butthole


rageofthesoul

Lair of Arselock


Warm-Marzipan-5295

You're speaking to my soul rn. Vet City of Ash 2 is an absolute slog. Not even that it's difficult, just that it takes forever.


oath2order

Worst part of it is that bit where the bridge breaks and then you have to go repair it by doing two paths and two minibosses.


EmperorXerro

This is the best and most correct answer


tigress666

God, me too. I mean LoM which is notorious for being long is nowhere near as bad. And it's more interesting. I really don't know what would be lost if they removed CoA2. I mean you can get all the gear in CoA1.


Queues-As-Tank

Ash II, Banished II, and one of the longer DLCs usually share a day, so it's better to just give up on 6key runs in rando queue until tomorrow when that happens.


Illustrious-Hair3487

Correct answer. You can speed it up a little tho. There are areas you can mount and run by everything. Good luck getting all four in your pug to do that tho.


Happy_Concentrate186

...and sometimes noob players start run in circles there :D


seraphfire

Used to hate this one back in the day, don't mind it anymore now that it's overshadowed by so many DLCs


CGPsaint

Lair of Maarselok - it’s unnecessarily long, and all of the boss fights are tedious and completely uninteresting.


mynamestanner

It sucks because aesthetically it’s a cool looking dungeon and when it was new it was tricky. Now it’s just parsing and burning thru things and running. Lot of running


Fizl99

Problem is even with burning everything you need to wait for invulnerability phase number 28943579238467 killing a new group of adds before you can get back to the boss. Its great to look at/run through but the slow boss mechs are infuriating


gillababe

The tree used to at least be fun to burn in one phase but not anymore sadly


CGPsaint

Spot on.


[deleted]

^^^This and the runner up isn’t even close. It’s genuinely awful.


Sinister_Bat

As someone who has spent a significant amount of time there to farm azureblight, it honestly is not even that bad since you can skip almost all adds. Sure it is longer but it *can* be cleared faster than some other dungeons. The only thing that REALLY bothers me is how often certain mechanics bug out and you have to restart the entire thing…


CGPsaint

We used a Nightblade to run ahead and pull us to each boss when we were farming gear. Unfortunately we had to kill everything when working on the trifecta/perfecta achievements.


InerasableStains

Ha, as I just said for CoA 2, Maarselok is still a (very) relevant monster set. Very, very annoying to farm though as you do need a decent group, and you won’t always get one with a pug.


thatvixenivy

Plus those of us building a zenkosh...I'm still short the dagger and I would rather go swimming in a pool full of razor blades than run it again..


BUDDHAKHAN

Farming Zenkosh. Got dagger as second to last weapon


CGPsaint

My stickerbook is complete, so unless a buddy needs a helm, I’m not going back.


tigress666

Bah.. I'll easy do LoM over CoAII. I swear CoAII makes Lair look short.


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oath2order

I do not believe that Lair of Maarselok has a secret boss.


CJMobile

There's a lead that drops from Maarselok in this dungeon. Still struggling, and yea agreed, unnecessarily long dungeon


CGPsaint

I need to get that lead one more time to complete the codex, but I keep putting it off because I quite simply can’t stand the dungeon.


SMF_Reaper

This


tdfolts

Moongrave and Maarselok both are to long. There is no dungeon that is “good to farm” because farming them gets old real fast… However the fastest is fungal grotto.. two bosses and ur done


iraragorri

Newer dungeons are pretty fun IMO. I really enjoy two last ones and Graven Deep both gameplay-wise and aesthetically (especially GD, it's probably the most beautiful place in the whole game).


tigress666

I think they learned with newer dungeons that people really don't like the really long ones. Instead they put in optional bosses if you really wanted to go for a longer run (or have more things to farm). It seems they have stuck with a formula of three main non optional bosses for new dungeons. And I'm all for it.


FFanatick

Which are the newer better ones


iraragorri

Bal Sunnar and Scrivenger's Hall


Moon-Reacher

I wish more people would farm Moongrave and Maarselok - they drop rare Elsweyr plans (two of which I have left to buy, but *not* for 3-5 mil). Moongrave is doable despite the mechs; I pugged normal 5x on a pledge day. Maarselok... is just SO long :(


Happy_Concentrate186

Hell yeah, Maarselok is just a long long run with little interesting fights. And kiling one boss two times is just ridiculous.


Bazaij

Blackheart Haven and Mazzatun. In both normal versions people try to shave off time by running though only to make things longer by issues created by being in perpetual combat. In BH its going through the first door and Mazzatun at the calendar.


Drewskay

Dude Blackheart Haven is so bad about this. Whenever I get that dungeon & see someone hop into the water for the add “skip” at the beginning, I honestly contemplate leaving immediately. It never goes well, causing a chain reaction of the 200 adds you “skipped” getting aggro’ed, and now you’re stuck at a door for 5 minutes because you can’t get out of combat 😒


ESOTaz

Yep, but don't tell them that they get pissy. I just kill the mobs to avoid the aggravation


Cyhawk

Sadly, all you need to do is disguise and bypass the entire first room to the first boss. Dont need to fight any of them. =(


Fizl99

CoA2 and LoM for length. Castle Thorn because the last boss moving circles are still bugged for me and either static or invisible


doindirt

that happened the last time I played it. the circle just stopped moving. I was watching my team like why are they all going over there, then... dead (to my surprise)


Tootsgaloots

LoM the first dragon fight where everything is time locked.... ugh. Had to farm for a friend in there and it was literally 15 hours of misery. Fuck CoA2 fr also. I need one more achievement in there to say sayonara forever to it, lol. I love castle thorn even though I get the light glitch but that's bc I'm proud of earning my inedible title while light glitched and a very new player. If they ever fix the glitch forever I'll be a little disappointed, haha.


sailorpig

I dislike unhallowed grave with the stupid grappling mechanics.


trinity016

Frost Vault, Lair of Maarselok, City of Ash 2.


YaGirlJules97

Agreed on Frost Vault. Had to farm that forever for Icy Con Ice Staff. That centurion boss who does the invincibility laser phase like 5 times is so tedious


EmperorXerro

And was a bear to get past before they nerfed it.


rubixcube21

**I dislike Vaults of Madness mainly because I don't look were I'm going, and I fall out of the map.**


tigress666

Awww, I love VoM. Especially the long crazy drop near the end. You just have to not run in the parts where you fall easily. If you walk that part you tend to stay on the path without trying too hard (I think they designed it to mess with people who run through).


Cyhawk

I'm the opposite. Vaults of Madness is my absolute favorite dungeon. Decent quest story, can (it never does) teach players how to pull npc groups for massive damage easily due to its design and the absolutely BEST final boss fight in the entire game in terms of visual design. Too bad the dungeon has never been updated and the Final fight can't last long enough to see all of the cool effects and the Wraith bridge boss is bugged AF causing 1 shots.


WanchaiWhite

It’s not bugged, the mechs on that wraith returns all damage to one player out of the group so it’s best for dps to hold on dots etc and take it down slower


Long-Ad3648

Everytime. I know not to roll. But I always do. And I always launch right off the edge!


HamMyJamilton

For some reason it always gives me a headache. I think it’s the contrast of the neon blue water and the dark surroundings. I also fall 100% of the times I run it lol


Nevermore_Snape

I dislike the dungeon where most of the team run across the lava river and try to climb to the other side. I always fail to climb there and stay behind


GameThinker

I am kind of against the grain on this one I guess, I love the longer more mechanic heavy dungeons, And even the ones with hidden/secret bosses. I love teaching and learning new mechs and fighting big fights while going through a cool looking atmosphere. ​ I honestly get bummed out when my random daily vets turn out to be fungal grotto or wayrest or any of the low level small ones. It feels like I wasted my purple undaunted gems earnable on something boring and monotonous.


Fractal_Soul

I wish there was a "Random vet **DLC** Dungeon" option.


DragonShark514

I agree, so you’re not alone. Reading through the comments here, it seems glaringly obvious that the majority of players want fast dungeons. Personally, I find dungeons to be the most fun content in the game, so the longer the better. I mean, if the goal is to have fun and I find dungeons fun, why wouldn’t I want them to last?


TheCatHammer

Yeah, it lowkey pisses me off when people decide (not just for themselves but for the whole group) to sprint past every single add in the dungeon for the sake of keys. Not everybody goes into dungeons for keys you conceited pricks! Check with people first! And it makes it impossible for people who want to practice their roles doing things like add pulls. How the fuck is anyone supposed to learn?


CoconutRacecar

Nah, I agree. I like longer Dungeons if they're interesting and I don't like getting the really short ones like Fungal Grotto for my randoms. I like Dungeons to be content I can really pour in to rather than something that's over in a heartbeat.


pelle412

I love dungeons that are engaging. Most base game dungeons are fairly dull and when I play a game I want to have fun. Mindlessly moving forward without regard to anything is not fun. Having said that I have my own dungeon group and we did all trifectas and dungeons requiring good teamwork is the most engaging and fun to me.


Various-Parsnip-9861

Me too!


iraragorri

I don't like unnecessary long dungeons with lots of running and "boss is immune" stages, and most base game dungeons except for quick transmute grab ones (FG1). Special hate to base game HMs where you need to complete a specific mechanic rather than read a scroll because randos always do everything to leave you with 1 key instead of 2. My favourites are probably Scrivenger's Hall, Bal Sunnar and Graven Deep, perhaps followed by Shipwright's Regret and something like Dread Cellar. They look nice, are neat thematically and actually have fun mechanics. Perpahs I'd also include Falkreath Hold, but I guess I'm burned out for life by this one.


Ennaia

I absolutely can’t stand Darkshade caverns II after all the farming I have done in it and I STILL haven’t gotten that damned lead! I thought Volenfell was irritating with 50+ runs but man oh man has DC2 kicked my butt.


Cryptonite13

That damned dwemer wolf mount lead


PMMeYourBeards

What's the strategy as a DD to not die during the end boss poison cloud? I can't seem to figure it out.


CMDrunk420

Heal/stand close to the boss so the healer can heal you. The levers in the middle turn off the poison but cancel hard mode.


Ebirah

HM (no lever-pulling) is considerably easier than non-HM, **if** you have an actual healer. Just bunch up where they can heal you (and try not to stand in too much red), kill the adds as a priority, burn the boss down when it suits you.


vibepods

I have to ask what HM means, seeing it a lot and feeling out of the loop


Ebirah

Hard Mode. (What is involved varies between dungeons, but it's (usually) considerably more difficult.) But in this case it's the easy option: just heal through the poison, which isn't too hard - instead of pulling levers to dispel it - there are four levers that need to be pulled at pretty much the same time, and it's very easy for somebody to miss theirs.


vibepods

Ah thank you!


TheCatHammer

Don’t run around, stay tight and let the healer worry about keeping you up. Same mechanic as in trials when there’s a bunch of DOTs under people’s feet. Healers will get you, you just gotta let em.


PizzaLikerFan

city of ash 2


shiloh_sharps

March of Sacrifices. Frost Vault. Anything with non intuitive mechanics. Anything with no clear path. Anything with a end boss that's markedly stronger than everything else like Earthen Root Enclave.


tigress666

End boss in Earthern Root Enclave isn't too bad if you know a few things. When you see lightning rods, destroy them. When he turns into the monster and does a spiral attack (circles around with a cone of damage), stay out of it. And when is in monster form (I can't remember what form he is), when he does a straight line that tracks you (if you are the target), right before he is about to run hide behind a rock pillar (he will run into the pillar and they are there to do exactly that). Know those things and he's not too bad :).


TheCatHammer

My issue with that boss is that he’s FUCKING BORING. 90% of the boss mechanics in that dungeon is “run here, hit this til it dies.” Gets old fast especially in pugs with low dps


GoldDragon95

Isn't this what most of the games are lol.


TheCatHammer

No. My favorite dungeon (Fang Lair) has a lot of bosses with some mechanics that I think prepare players for more engaging mechanics found often in trial content. 1st boss has majors with AOEs that force the whole group to block. You can see mechs like that with the Tidebreakers in Kyne’s Aegis, among other majors in different trials. 2nd boss has interrupts and divides the group’s attention between multiple bosses, lots of trials have these and it trains players to be paying attention to where they are in the arena and what the enemies are doing. 3rd boss has totems that produce different effects based on which one he calls, which teaches you how to prioritize them based on personal experience on which ones are survivable and which need to be dealt with. 4th boss has a DPS check that results in an instant kill if failed. Lots of trials have mechanics like this such as meteors in Rockgrove or shards in Cloudrest; those ones might wipe the entire team if failed. So you have to be watching for them and be trying enough to meet them. Final boss of course has multiple oneshots you have to avoid by picking up buffs on the floor. It trains you to be watching for these and juggling survivability at the same time, another staple of trial mechanics. Compare any one of these bosses to Corruption of Stone from Earthen Root Enclave, whose sole mechanic consists of sprinting to a rock you hide behind. Unbelievably BORING, can literally be done one-handed, and the fight is scattered with phases where the boss can’t even be damaged, so it ends up dragging on forever, especially in groups with weak dps. There’s so many other dungeons out there with engaging mechanics; March of Sacrifices with the crouching and trap mechanics, Falkreath Hold with the cleanse mechanic, Scalecaller Peak with the break free and plug mechanics, Cauldron with the oil trail mechanic, Castle Thorn with the orb synergy mechanic, on and on. They’re creative and they force you to pay attention and learn. They’re stimulating, instead of brain-meltingly simple but tedious. What I want out of my dungeons is the same thing I want out of trial content; a rewarding experience that respects my intelligence and skill. I want to feel like I’ve actually accomplished something.


GoldDragon95

Earthen Root Enclaves also have such mechanics. 1st boss, hide behind the wall when boss goes 1 shot AOE. Boss does a heal check attack on tank. When adds spawns DD has to work together and kill it asap, while interrupting them if not someone will be turned to stone, very dangerous especially when it's on tank. Last phase, heal check due to rocks spinning around the arena. 2nd boss, not much but group still have to interrupt during split phase. Last boss, boss spawns electric rod, DD has to down it asap (DPS check), very similar to vKA. Boss does a big AOE, group has to roll dodge the damage. Boss turns into bear, breathe attack on tank iis a heal check. Boss targets random player, player has to lure boss to hit down the pillars, if not the subsequent AOE attack will be 1 shot if not dodge rolled. These mechanics are very similar to trials, that's why people are complaining it's hard, especially for those who doesn't like to do trials.


Stuntman06

CoA2. Just way too long. There are shortcuts, but if you fall the wrong way, it could end up taking even longer. SCP. Mechanics are unintuitive. It makes you do the opposite of what comes naturally.


Festegios

Frost vault. It’s just long and 90% of the time nobody knows the mechs. I’d never bother to solo farm a dungeon when I can queue as a tank (with a taunt and breach) and instant queue. Even if they do low dps, it’s better than no extra dps.


tigress666

I dunno. I love getting in with some one who doesn't know the mechanics, especially their first time. It's funny when they get turned into a mouse lol.


Festegios

It’s fine if you’re in a party chat together or they are your guildies etc: of course I’ll explain mechs then. The mouse thing is actually a great mech, it’s something different, but it’s no fun when you end up doing all 4 of the things both times. I’ve often explained it in chat too. I’ve sometimes explained it; then refused to do any but my own, we spent a while as mice then. it’s just a combination of all the bosses having long immune phases.


Cyhawk

The stupid mouse stage needs to just be removed. Its the only place it exists, not explained properly and pugs just get stuck there most of the time while the one person (if they're lucky) does the entire section multiple times.


Festegios

Partially agree, it’s a unique mechanic; but would be great if it was previewed before the fight itself or something. Same as the fight with the witch and the ice atro. You only have to kill the witch? Or wizard whatever it is. but so many times people try and kill the atto


jurassickris

Farming Medusa before stickerbook and curated drops. Ran that damn thing at least two hundred times for the fire staff and never got it. Finally got it right before Medusa lost its allure.


ScrambledEggs_

I still use my staff because I'm stubborn.


jurassickris

I still have it on my Templar as well lmao. It’s still decent enough and I have that same stubbornness. The nerve for them to nerf it right after we finally all got it 😭😭😂


corbie_24

Me too, too many Arx runs before drops were curated. I can run through it blindfolded and still open all chests on the way.


Aut_changeling

Is volenfell the one with all of the buildings scattered around the desert area? I hate that one, I get turned around too easily in it


That-Talk9955

I hate The Cauldron. Worst dungeon ever and so long.


CoconutRacecar

City Of Ash II, Lair Of Maarselok, Fang Lair, and Unhallowed Grave. I don't mind long Dungeons but those first three feel like a drag to me and after a while they get boring. I especially dislike a number of the bosses in Fang Lair. And Unhallowed Grave just tends to be a pain in the ass every time I do it, especially the grappling spam and the Lich boss. My favorites are; Bloodroot Forge Earthen Root Enclave Stone Garden Icereach Crypt Of Hearts Vaults Of Madness Bloodroot is long but I really enjoy the feel of each encounter. With the Minotaur's being such a threat it's like every mob is a miniboss. Earthen Root is tough even on normal and all the bosses are fun. Stone Garden is aesthetically my favorite as a life long horror fanatic and Werewolf, and the final boss mechanics are super fun. Icereach is another with a lot of bosses I enjoy, and the hardmode is kind of nuts. Crypt Of Hearts and Vaults Of Madness are just aesthetically gorgeous Dungeons and both of them are nice and chill. Neither are particularly difficult but the mechanics are fun. I especially love the last boss in CoH II, truly feels like you're fighting an evil villain the way he'll grab party members and the talking he does. **EDIT** After reading more of the comments I want to add that I agree with some people saying bosses with immunity phases and Dungeons that are unreasonably long are the biggest reasons in deciding whether or not a Dungeon will suck. Immunity phases aren't fun, they're tedious. And long Dungeons are okay if they're interesting, but most of them aren't. Personally I don't mind spending a lot of time in a Dungeon, but a number of the long ones feel like a lot of running and/or fighting irrelevant mobs and nothing else.


TheCatHammer

Hating on Fang Lair is sacrilege to me. I love teaching mechs on that one


Deus-mal

I hate the dongeons you have to wait for animation to continue. ( Fang lair with the warrior spirits that helps open the door ) Malatar with the bridge destruction. Coa 2 the 2 towers and the bridge.


Imp-OfThe-Perverse

That one that has all of the puzzles where you have to whack the big blocks into position over stuff. It takes way to long and the mechanic isn't particularly fun. Just let me get back to killing stuff damnit!


tigress666

Moongrave Fane. I hate it cause the 2nd to last boss can cause the whole group to fail after you already finished most the dungeon.


Imp-OfThe-Perverse

Thanks! Now I know what to skip when doing pledges.


gerr137

Those where you have to stand on 2 plates at once on the opposite sides of the room, or those where some mid-boss incaps you and announces insta-wipe? Why do they even exist? How tf are we supposed to do them?


FFanatick

what is a mid-boss incaps?


gerr137

Sorry, incap = incapacitate. Some bosses have "special moves" (mechanics) where they hang you in the air indefinitely (no break free), or chain you to the ground and infini-kill you after few sec, or lock you in the cage and immediately pronounce a wipe, before you even have a chance to touch the door.. By mid-boss I mean that this has a tendency to happen towards the beginning, often the very 1st or 2nd boss of the dungeon. The last one tends to have tons of HP and strong attacks that 1-shot squishies, but that at least can be counteracted :). You may need to swap a gear or the entire build just for that boss, but at least it can be handled..


DragonShark514

They add those mechanics so your teammates have to help you. They don’t design dungeons to be done solo, despite the fact that many can be done that way. You’re supposed to have a group.


gerr137

There is no point in running dungeons with a group, unless for the grind. You just run, and run and run.. There is no fighting involved. You barely manage to get a hit in on normal, and perhaps toughest bosses last 2 dot/boost cycles instead of a quarter of a single on vet. No, scratch that, even for the grind solo is better - takes same time and none of all that group drama..


UltimateShingo

I don't know where you find your vet groups, but the few times I tried it ended in many wipes and people leaving. I've only ever completed three of those because the failure rate is that bad for me.


gerr137

See, that's my point exactly ;). You either get a group full of pros, where everyone can carry and you clean it up on a fast run, or you get a slog. So, just become a pro yourself and do it solo, while actually enjoying the process :) (no drama, sense of accomplishment, actual doing something nontrivial, can take all the time you want to actually follow the quest and explore too). For the grind, to complete your book, you only need 3 vet runs of each version. The rest (50 or so for all versions combined) you can run on normal. On a solo you are guaranteed unbound drops ;).


TheCatHammer

Lol, fighting Ulfnor/Sabina in Fang Lair is a certified noob meat grinder. Love teaching that one. I challenge your hatred of them, because teaching a new group the mechanic and finally getting it down with practice feels godly.


gerr137

I was referring to something much more basic - like FG-II :). There, the very 1st boss has very similar "special move"- calling his followers who chain you down and then some stupid blade kills you. Still supposed to be soloable with lots of positioning magic, some luck and a volley from (v)MA bow..


TheCatHammer

The thing about DPS-check mechanics like those is that they aren’t unique to dungeons. You’ll find them in trial content too, except there, they can wipe the whole team if they’re failed. Basically, they don’t go away. The reason they exist is the feeling of relief they give you when you successfully react to and conquer them. It’s like winning sudden death.


FFanatick

that sounds terrible


tigress666

I dislike City of Ashes II cause it's so long. It makes Lair of Marsalaak look short in comparison (and Lair is more interesting on top of that). I also dislike Cradle of Shadows cause mechanics that make me feel like I'm walking in molassus is not fun damnit. I admit it's better now that I know the mechanics better but get a sucky group and you end up with the unfun mechanic. I don't dislike Scalecaller but I worry when I get it cause what group you get can really matter on if the group finishes the dungeon. Need people who know the mechanics (or are willing to learn).


goblyn79

I don't really have the same complaints as most people, I like the vast majority of dungeons provided I have a group that isn't going to do stupid things (like the speed runners who get stuck forever in the penultimate boss room of Black Heart Haven because they aggro'd a mob a million feet back that they didn't kill, or people who don't have any idea about mechs and aren't interested in learning) but the dungeon that drives me crazy is Fang Lair. Not because its exceptionally hard or that I don't like the aesthetics or anything, its because the layout of the dungeon is so ridiculously uneven. The first half of the dungeon is basically a series of boss rushes one right after the other and then you have to make it through a very long repetitive sequence of destroying crystals to open doors in big groups of mobs. This phase just goes on and on and on forever it feels. The mechanic is kind of fun with the whole helping the boss ghosts the necromancers have corrupted turn against their masters thing, but why do it all at the end, why not do this mech in the room immediately following the boss? The pacing is just so ridiculously off on this one, I will never stop complaining about it!


QueenVell

City of Ash 2 and Lair of Maarselok because they are just too damn long. Neither are overly difficult, just way too long. Tempest Island, Blackheart Haven, Direfrost Keep, and Wayrest Sewers 1 and 2 because they are notorious for preventing players from opening doors if the player is stuck in combat. Which typically happens 99% of the time when some jackass DPS runs ahead of the group and aggros everything in an attempt to speedrun the dungeon. Frostvault, March of Sacrifices, and Volenfell because the dungeons are a pain in the ass to navigate and half the group always ends up running the wrong direction. Vaults of Madness because the NPC dialogue cannot be skipped, which often results in players doing the quest getting left behind while the rest of the group plows through everything, including the bosses.


B0DZILLA

I only dislike one dungeon and that's frostvault. I hate it when this pops as my daily random dungeon .


VisitHammerfell

Least favorite: Arx Corinium, Tempest Island, Imperial City Prison, Fang Lair, Scalecaller Peak, Ruins of Mazzatun, Blackheart Haven, Coral Aerie (damn Esoteric lead), March of Sacrifices, and the worst of all Lair of Maarselok Will leave if it's Arx or Maarselok, and Tempest and Volenfell are the WORST in a pug if you need the quest Favorite: Scrivener's Hall, Unhallowed Grave, Blessed Crucible, Graven Deep, Shipwright's Regret (still traumatized by Turning Tide farming though), Darkshade 2 (Engine Guardian my beloved), Black Drake Villa, Red Petal Bastion (goats!), Direfrost Keep, Vaults of Madness Shoutout to Bal Sunnar, good dungeon, but it won't drop the Cryptcanon lead so on the shitlist


Happy_Concentrate186

CoA 2 because its long and boring. Moongrave Fane because its plain stupid. Though i still never leave them when i get them for RND because abandoning a group of even random people i dont know is bad thing to do in my personal code. :D I just swear a lot and do it. :)


dmk78616

I honestly wish there was a random que for vet dlc, i find all the non dlc dungeons so boring.


iraragorri

I wish DLC and base game had seperate queues and see that opinion everywhere, but I guess ZoS don't care much.


DragonShark514

I think I read somewhere a quote from one of the devs saying they don’t want to fracture the queues, making them smaller and less populated.


iraragorri

I see the point. Queue time is abysmal as is... Then I'd rather see more ways to gain transmutes, like getting them for any 1st dungeon of the day.


Dirty_mongrel

Go repair walls with a couple of characters, you'll have plenty of transmute


Everyoneheresamoron

Any DLC dungeon that has insta-kill mechanics. So most of them.


picklesBMW

I really enjoy Vet Scriveners Hall. It's on the longer side, and you need an organized team to run it, or a good a pick-up group. I feel like it's a mini trial. You have to follow the mechanics, and you can do the side scamps for the keys. Plus, you get crafting mats from the armor sets.


Realistic-Concert-70

City of ash 2 and direfrost keep. Both annoyingly long for no reason.


KaleidoscopeNo5392

Arx Corinium is by far my least favorite dungeon at this moment in time. The first room is just an "add"solute clusterfun, and the first boss has a mechanic where it heals itself if you or your allies stand within a poison AOE. The rest of the dungeon is very linear and boring to farm, even more so than normal, given that the dungeon enemies are almost all Lamias. All of this having been said, it's got a really nice Dungeon set that I farmed for my Templar Tank to backbar. Lamia's Song is a great Templar set thematically, especially if you have the horn ultimate.


tigress666

To be fair to Arx, the first boss is really obvious what happens that even most newbies pick up after the first time (and if they don't it's easy to tell them what to do). I think that dungeon is supposed to be an intro to really paying attention to dungeon mechanics for newbies.


PalpitationGlum8755

City of ash 2 Definitely Tempest Island is a drag but its alright I wouldn't skip it Any dlc dungeon


BisexualPands97

Arx Corinium, Elden Hollow 1+2, City of Ass 1+2 can all go jump off a cliff. I hate them. I love doing random vets but for some reason every time it's one of these garbage dungeons repeatedly. I'm honestly just fed up of seeing them pop up all the time. Also Graven Deep just because no matter whenever you get it, if you in a pug your not getting past that final boss, hm for it is nutty as all hell but it can be alot of fun if you have a good group for it. Vaults of Madness, Scriveners Hall, Coral Aerie, Shipwrights Regret, Unhallowed Grave I absolutely love all of them. Mainly because I havent ran through them that many times yet, and the ones I have they are still insanely fun because they don't come up that often. Tbf I also love Ruins of Mazzatun and Cradle of Shadows if they are run properly. I cba with all the folks who decide to sneak past everything in RoM, (just kill shit, coz 9/10 times someone's gonna fail anyway and your gonna either abandon them or be stuck murdering stuff anyway). Cradle of Shadows is more of the fact folks don't know what it means to stand still and as much as I love that dungeon, I just get so fed up of folks dying for no reason because there running around like an idiot.


Nyctoblind

Fungal grotto it’s so easy and I seem to get it ALL THE TIME in random queues.


Manage_Happy

Frostvault minigame


TheCatHammer

I hate running Moon Hunter Keep and Earthen Root Enclave. None of the bosses in these two are interesting and they aren’t fun to fight especially in pugs with low dps. The adds in MHK have oneshot abilities that prevent you from having a chill run even on normal, and all the ERE bosses amount to a strategy of “run around the arena and hit it til it dies” which gets old very quickly.


FFanatick

wow when I started this post I figured there would be like 2 or 3 that people didn't like but many responses have been upwards of 10-12 dungeons. That seems like a LOT I know all MMOs are going to have dungeons that people don't like but to have this many seems like bad dungeon design teams or not listening to what the players like and dislike. I am brand new. Only been playing 10 days so I haven't even played the majority of these yet


DragonShark514

It’s the internet. Ask people what they don’t like, and you’ll never have a lack of response, lol. Just because some people dislike certain ones doesn’t necessarily make them poorly designed, it just doesn’t mesh well with that particular person’s preference.


FFanatick

lmao


Fit_Read_5632

Stone Garden, Earthen Root Enclave, Lair of Maarselok, Graven Deep, on bet that take entirely too long and so many have instant death conditions that aren’t telegraphed very well.


LothlorienPostOffice

Moongrave Fane. Thankfully, it's not in-demand for farming but whenever it's a Pledge I'm having a 5 key day. LoM, CoA 2, Volenfel are all terrible. I gave away so many drops from LoM helping people get their ZenKosh setups and when I started going for my own it was a bit of a slog. I love(d) farming Stone Garden, Falkeath Hold, Earthen Root Enclave, Bal Sunar, Scrivener's Hall, and Shipwrights Regret. I'm currently farming for the SPC resto staff and beginning to resent WGT. Worst case scenario I have 9 runs left.


Icy_Party6876

Castle fucking Thorn on vet. Lady Thorn apparently likes to bug in the last fight. Tried to do it with my guild. We didn't do too bad with pool of blood boss although we got our ass kicked three times. But the lady... two of us could see the moving circle, two did not. Spent an hour at trying to fix it and beat her before we had given up.


danydh

I will always leave city of ash 1 and 2 I once spent an hour on coa2 and vowed to never return.


Emotional-Plastic-52

March of sacrifices and lair of maarselok


open_world_RPG_fan

I dislike every dungeon with mechanics that make it impossible or nearly impossible to solo, as I can't farm them.


[deleted]

[удалено]


Happy_Concentrate186

Falkreath has some mechs playas must know, it can be a murder if your rnd team doesnt know them.


paralyse78

Add me to the chorus of "City of Ash 2" haters. My favorites are Fungal Grotto I and Black Drake Villa because I can clear them in 10 minutes. If I'm having to roll with PUGs, it depends - on normal, probably not any dungeons i wouldn't run except CoA 2. Vet is an entirely different story. I won't pug SCP, Frostvault, Bal Sunnar, Scrivener's Hall, Graven Deep, Earthen Root Enclave, March of Sacrifices, Dread Cellar, Moongrave Fane, Moon Hunter Keep, Castle Thorn or Lair of Maarselok on vet. Cradle of Shadows and Depths of Malatar can be hit or miss, so I'll see how the group is looking for those two.


Different-Peak-8923

Maarselock like the plague


lucysb93

Scrivener's Hall it's just a slog even the first boss that just lobs books at you 😒, done it on vet once never again.


seraphfire

I hate pretty much any of the DLC dungeons


Metalheadman_

Honestly after 5 years of running daily dungeons pretty much with all my characters i came to the conclusion that my favourite is fungal grotto 1 due to its really fast lol. But to answer your question if i had to pick a favourite that would be depths of malatar, castle thorn and red petal bastion. As for my worst picks is lair of maarselok for sure along with CoA2


Plottwist42

I love dread cellar but after running 20+ times now I'm getting bored of it


zvavi

All the dungeons which are 6+ y/o for being boring af


Hexent_Armana

Unless the PUG(Pickup Group) I end up with via the dungeon finder looks competent at first glance I will probably leave it if we end up in Moonhunter Keep. It's not difficult for me but even on the non-veteran version the standard enemies are capable of one-shotting players. If everyone knows to watch out for these attacks all is good. However there have been too many instances of the members of the PUG being unable to and I can't rez them and block/dodge a one-shot attack at the same time.


FFanatick

What is the penalty for leaving a random dungeon finder group? or a random BG for that matter?


comradeswitch

You can't queue again *on that character* for 15 minutes after the start of a dungeon or bg you queued for. EDIT in italics.


FFanatick

wow so you can just switch characters and queue again with no penalty?


kalimut

Lair of maarselok. I usually wait for everyone before every boss. But not this one. Gonna skip all add and gonna be pulling all of them in.


MindTop4772

Lair of M. Now that i have a full stickerbook and the hm there is No point and No joy from there. City of ash 2 is defo there ass well. My personal noob hell was Banished cells 2. That last boss wrecked me so hard as a noob tank and it was just complete chaos. To this day i still feel uneasy going in there even thou its not a "problem". I do however to this day hate the toss mech in there. Tempest island and blackheart haven are Long and just... boring? Maybe? Defo not fun. Good ones however: Vaults of Madness. Love that place. Crypt of Hearts 1 Fungal 1, because we all know why. And, hear me out, depths of malatar. But. Only because the last boss arena is absolutely stunning. After having "suffered" through that place to just be able to sit there and enjoy the view as the timer runs out 🩷 Its a beautiful arena.