Our Secret World group recently delved into the first of the dungeons, we’re a trio not a full five person group but going in we thought we had just enough of a gear edge (mostly QL 4 and 5) to make up for it.
As we have come to expect from this game, the instance oozes atmosphere from the offset. The use of visuals, sound and the excellent zone design all come together nicely to give a sense of building dread.
There are more boss fights than I am used to in other MMOs and consequently less packs of ‘trash’ monsters in between. That was certainly refreshing as it gave us the impression of faster progress through the instance.
Some of the later fights did get close to one of our characters dying. The difficulty of the fights is hard to judge with this group of characters but it seemed perfectly possible to learn the fights without spoilers by just trying and being observant and coordinated as a group. I certainly had no issues with keeping aggro on monsters as the group’s tank.
We’d started this dungeon run very late one evening and didn’t really expect to complete the whole instance. When we got to this fight we actually were rather optimistic that we’d finish at an ok time. But there’s a twist in the tail of this instance (I won’t post any further details of this). Annoyingly this last encounter includes a mechanic that acts as an effective dps-check, not an actual timer but effectively it has one. We wiped three times unable as a trio to put out enough damage to finish the fight in time.
That did end the run on a frustrating note as we aren’t likely to go back there at least until we’re ready for the ‘Nightmare’ mode version of the same instance (at end-game). We’re only playing once or twice a week and there is so much open world content still to see that none of us want to waste precious time grinding the same dungeon for gear or achievements. Still it was worth seeing it once at least and we’ll be back sometime in the future perhaps to take it on once more.