- Actual rewards.
The dungeon gives things that players of varying types want and can reasonably obtain. Upgrade stones are common, I see enchants now and then too, you get gold and EXP and Crusader EXP, can make a custom totem, and potentially more that aren't listed yet. It's like dungeon plus mission rewards with drop rates that aren't insane for basic things, and minus the 50-gold NPC crap.
- A variety of places to fight in.
It's scenery changes, and it has more possible rooms than there are rooms per run, so it'll take you 2 or 3 runs to see all the rooms. It also includes one of the previously-unused battle arenas, giving a use for it now. All of them are re-used instances of other areas in-game, but the variety and random factor means it's nicer than the standard Tara castle rooms over and over. Also being able to use props and walls for cover is nice, opens up tactics you don't get to use in SMs.
- The boss is fun to fight.
I actively enjoy fighting the boss because it's not cheap in the terms of other things. It doesn't have AHS (unlike other Mabi things), it doesn't automatically one-shot people (too many examples to count), and it doesn't spend 90% of the fight literally invulnerable (ugh Warframe bosses). It's described as a "golem" but it's actually styled after a colossus puppet so it's neat to look at too. It's still a boss, so it can still kill you and you need tactics and stuff, but it's more interesting than most other bosses in Mabi.
- Dislikes
- Insta-aggro.
You think other mobs aggro fast? Oh no no this takes it to the next level. Sometimes the second wave will spawn in and I'm suddenly getting smashed by a balrog that hasn't even shown up on screen. Literally the last enemy of the first wave dies and I'm suddenly in the "Oh shit I'm getting wrecked" animation before the monster's model even shows up.
I agree that in harder difficulties mobs should aggro faster than normal, but this cranks it up to 11 and takes some of the fun out of it. There's no tactics or skill or strength involved when the enemy can attack before the player knows they exist.
Lullaby doesn't help this much, since a monster must have existed when you started Lullaby for it to be considered a possible target when the effect triggers a second or two later. So starting to sing before the monsters spawn in just wastes it.
- Advanced Heavy Stander
Cobweb mummies and perhaps others have this. They have a lower baseline level of strength (offense/defense) than other mobs so by themselves they're not the most dangerous, but the fact that they ignore stuns and movement limitations means they serve as deadly distractions for the archers and other monsters.
Thankfully Lullaby still works, but I feel that spawning in 6+ mobs with AHS at once is cheap.
- The distance from one room to another.
Minor annoyance, but running around to the symbols constantly is meh. The non-boss rooms could stand to have their radius halved.