Quote Originally Posted by Ceeg_LOTB View Post
Hi Everyone.

So we are working on fixing the 3 Key lock out, that should be resolved ASAP.

In regards to the difficulty of the dungeon, we are monitoring everyone's progress and the plan is to make some changes to the dungeon, potentially next week. Not sure what they will be just yet, but we aim to make it a bit more accessible.
If the team is taking general feedback that may be hard to see with the raw data, I would like to raise the point of Archer Talismans consistently being added to bosses and waves without bosses.

Unless you can bring Mercenary on your team (which you often can't due to class/level restrictions and when you can he often doesn't have great survivability). These talismans don't actually raise the difficulty of the dungeon but instead inflate the run time. We can build a team that ignores/negates/absorbs the wearers damage as well as have a team that deals out hits that would wipe out all of their HP, but we are still subjected to a roll of the metaphorical dice. More often than not that dice rolls in favor of the enemy. We've seen waves last as long as one hit to minutes long watching that damage get blocked.

If we had a more universal counter to Archer sets (a talisman set or even better a cosmic talisman) this would be enough to switch Archer talismans from a nuisance to a crucial piece of our dungeon solving puzzle.