I want to address for any who missed it, some of the complaints from tonight:
1. Too small of a dungeon -
It is very hard to pick a location that fits into the storyline. We cant just go into a wide open field every time, it just doesn't work story wise (And that's why we do this, for the stories). In my mind, the Blood Dungeon is a nice, big dungeon. There may be some narrow passageways, but its not just a 10x10 tile square you are locked into. I will continue to try to pick locations that make sense story wise, but also are viable gameplay wise.
2. Too much spawn -
I understand why some people are upset. When a monster people think/know is a boss is up, their vision narrows and will only ever attack that. I understand why, but I thought the added spawn would make things a bit more difficult than just, sit and press 1 button half afk. I do apologize if it was a bit too much, and Ill remember that in the future. If problems like that arise, say something in chat, and ill try removing some of it if its too much for the group.
3. Rez Killed -
The issue is being killed repeatedly at a healer. To this, my response is pick a different healer, or have a friend rez you. If you keep dying at one healer, I try to spawn plenty for you all, so go pick another. If for some reason they are too close together, and you are being locked into a area with the heal screens and have no options, let me know so I can move them.
4. Thrower Dominance -
I will continue to try to shape monsters that provide good difficulty for the group, that aren't too easy, and aren't too hard. Its tough trying to get down what works and what doesn't. I don't want to completely negate a playstyle (Like Paroxymous or negating AI Damage) I will continue to try to make good opponents for you all, and trying to find a good medium for everyone to have a fair shot.
Remember, you can always send complaints + feedback to me @ emvereor@gmail.