A general note on Gunbad: This dungeon should serve as one of the entry-level dungeons, simple enough for veterans to gather crafting materials and find it attractive for replayability. Let's be honest, there aren't that many new characters in this game, and it certainly needs veterans to guide new players through the content. Additionally, PvE content in this game is where the gap between veterans and new or casual players doesn't directly lead to failure, unlike in PvP scenarios such as in the city, where veteran warbands typically farm inexperienced and unorganized players. With that said, I believe Gunbad needs a lot of adjustments to restore its balance before the ability rework patch and maintain its appeal as an entry-level dungeon with a playability value for both new players and veterans.
- Since the ability rework patch, almost all trash champions are overtuned. Especially the ranged champions seem to deal way too much damage from my perspective, as they now not only rely on their base damage but also trigger abilities.
- Moreover, nearly all monsters, particularly in the middle corridor, utilize crowd control abilities. I feel the current state of CC usage isn't reflective of any dungeon that is intended as an entry-level experience; it's just chaotic. Every monster seems to possess CC abilities, some of which even bypass player abilities like M2 (For instance, the Goblins in the middle of Gunbad have a Snare that cannot be removed). I strongly disagree that every mob should have CC abilities and use them like a fresh Blorc player in T4 Scenarios.
- The Three Heroes in Gunbad Right(Standing around the cauldron) are dealing an excessive amount of damage since the last patch, around 2,5-3k damage per Hero to the entire group - I cannot understand what has been "fixed" here. You can no longer attack this group of monsters without wiping the entire group in a few seconds. I find this unbalanced and unfairly difficult, especially considering the intended difficulty level of Gunbad as an entry-level dungeon.
- The boss encounter on the left side (Glomp da squig) is truly frustrating and lacks any sense of enjoyment for me. Having a creature completely immune to attacks feels like an invalid game mechanic, especially when there's no way to shorten the time it persists. Even killing the spawned squigs doesn't affect the timer of the ability, which lasts for an unreasonably long period. Furthermore, the boss just stands there, contributing to an extreme sense of stagnation during the encounter. This game thrives on the strategic use of buffs and debuffs, and the synergy between them. Simply making a boss impervious to damage needlessly prolongs the content. I strongly believe that mechanics like this should not be present in entry-level dungeons and that this encounter needs a full revision.