I revisited the LoA Dungeon after a year of not playing the game and only vaguely remembered it. At no time did the game enforce the fact I had to hit D to throw the lantern. In the rush of the final fight, I couldn’t find on the UI where that information was. As a result I lost the run.
It really needs to be a clearer, more intuitive mechanic. Make it proximity triggered - you break the vines, you stand close enough and it throws automatically. Or better yet, the burning begins automatically once the vines are broken. Requiring a random key press is extremely clunky, and sets players up for (unfair) failure.
Lets ignore the fact that the game always pops up a window telling you that you gained a new ability.
On the way through the dungeon, there is always a wall of vines that you need to break through in order to progress the dungeon. It’s immune to damage from skills. The only way to break it is by using the ability, so that’s literally a tutorial teaching you what to do.
As someone who just played through that dungeon, using the ability to throw the lantern is not at all required. You can also trigger the kindling just by standing as close as possible to it. that’s also how I killed the boss.
I simply highly dislike the fact that you have to fight a “boss” that you can’t damage while just waiting for the kindling to burn. All you do is “try” to avoid being one-shot by its big hits.
Luckily you don’t have to fight that boss at all. You can just drop its loot in the monoliths, thanks to the new Weaver tree. I got my Vessel (only drops from T4 Julra) before actually clearing any T4 dungeon.
It’s actually significantly different. In both of those you actually have an objective to destroy something and you can do it quicker or slower based on your build. With this dungeon you can’t influence how fast or slow you can get it done but are just at the mercy of your “lantern” to burn to “brumble” while you do nothing but try to avoid being killed.