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By ··2 min read

Forever dungeons stay slow: crowd control matters and boss loot goes blue

In short
  • A normal mob takes about 15 seconds to kill on your own
  • Tanks hold three or four enemies; the rest need crowd control
  • Consecration only hits hard on the first four targets
  • Every boss loot table reviewed, with boss drops raised to rare
  • Some trinkets and gear favor certain enemies or places

If you liked Classic dungeons because they made you think, Forever is keeping that. A regular mob should take roughly 15 seconds to kill on your own, and dungeons are built around careful pulls, not dragging the whole room to one corner.

Crowd control is a real job again. Polymorph, Banish, roots and traps are all part of the plan, and tanks are expected to hold solid threat on three or four enemies, not ten. Everything past that has to be controlled, and the whole group has to work together to keep loose mobs off the healer and the cloth wearers.

Consecration is a good example of where the line is. It does light damage to every enemy that walks in, but the heavy damage only lands on the first four. A Protection Paladin can hold a controlled pack comfortably but can't turn every dungeon into one giant pull.

Loot got a full pass as well. Every dungeon boss's loot table has been looked at again. Boss drops are being raised to rare quality, new items are added, and weak or badly itemized old drops are improved. The iconic items people already chase are staying. Hybrid characters should find a lot more gear that actually suits them in dungeons and quests.

Trinkets are becoming tools for specific fights instead of stat sticks you never take off. Some gear also works differently depending on where you are, like cities, caverns, mountains or deserts, or on what you're fighting, like beasts or undead. Carrying a couple of options in your bags is going to matter.

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