Seems to me they took the spawn from the city and just dumped it into an area 1/16th or less of the size without making any alteration to the amount that spawns each wave.
First time on Oceania I arrived to find 3 spawns in the moonglow orb of the dungeon. A necro, rogue and bard. So Ok i kill the spawn, kill the necro, kill the rogue. A fencer spawns so kill that and it's spawn. New round of stuff spawns and another 6 or so spawn at once, I manage to kill off an assassin by being lucky in it spawning up in a corner of the town away from the other stuff. Then more stuff spawns, I have to run out as too much in the area I was in.
I managed one more by getting it down to the entrance which at this time was still fairly isolated from the rest of spawn and kill another rogue. After that the town was a bust. Even tho the beacon became attackable after the 4th one I killed you couldn't actually get to it due to the HUGE amount of spawning captains.
* You can't drag them out into the tunnel as they instantly rebound inside
* you can't bagball them as you could in towns as the balls instantly go poof
* if you are using a pet, the pet summons ball will NOT work to get your pet back if it runs into the middle of the mobs, useless.
* there is NO flipping healer anywhere so too bad if you die and there is no one there to rez you
well after I killed the above, I killed a little more spawn, however within 10 flipping steps of the entrance there were the following captains: necro, macer, rogue, mystic, swordsman, archer, 2 x bards and an assassin. That is what I had on my screen, and darned if I know what was further in. I tried luring one away from the entrance further into the dungeon, invising and then trying to stealth back to the entrance and the spawn further in was wall to wall mobs with captains in the middle. There was absolutely NOwhere to lure stuff to to kill it one on one. Each time I managed to get one captain to the edge of the entrance where it wouldn't rebound, another 2-3 would end up wandering down and basically force me to retreat.
Even in the highest stage of the invasion in the towns on my shard you were lucky to get more than 8 people at time killing stuff, and this was spread over a whole town. You had the ability to kite stuff away while you dealt with another mob. You had 2-3 groups able to kill the mobs without dragging other stuff onto you accidentally etc. As I said, it seems like they took the whole town spawn and just dumped it into a tiny space and expect people to be able to manage it. Maybe on other shards with more pop you can manage trying to kill 9 captains in the space equivalent to the size of luna bank, but not on our shard unless we had probably 40 people in groups of 4-5 each killing a mob using dragons as tanks.
The most painful bit of it all tho is not being able to recall INTO the flipping dungeon by the hitching post so you don't have to keep running on foot in and out of the castle whenever you need more aids or arrows etc. There is absolutely NO reason they can't let you mark a rune in the hitching post area to save all this pointless running in and out.
I love fighting this stuff but I have no idea why this isn't scaled back to the size of the space. It is the equivalent of having 15 peerless bosses in an area smaller than the castle itself.
Surely someone can fix the above ?