First a small rant before I go into the details of the quest.
I usually like the quests in ddo, some have their problems because they are old or for other reasons. But in the grand scheme I like most of them.
Some because of their interessting story, others because of their looks and feels but the best of them are quests with unique mechanics. I am a player that like's to get challenged, and with that I don't mean strong enemies but by the dungeon itself. I know most players like it simple and everyone can have their own opinion but I like my quests with a bit more depth. I noticed that a lot of new quests are missing the season after they came out of the oven. The base of the stew is there and tastes good (looks, atmosphere, monsters), but for me it feels that in a lot of new quests, there are missing some special ingredients to round out the meal. Here are some good examples what I mean with unique mechanics:
Inferno,
Crucible,
Blown to Bits,
Fall of the Forbidden Temple and there are many more. Of course not every quest needs this, but all 3 of those new quests seem quite bland to me and I don't mean the looks or feels in general, quite the opposite I love the look of seeds, for example. And I also don't want to attack any dev with this they are doing a great job and probably only work of caffein injections at this point. Also this is only a preview and the quests might get changed. I will give some example what I mean by unique in the thread for each quest.
Now to the actuall quest.
As I said above I like the looks, it definitly feels like an overgrown old tempel complex.
I also like those litte story bits in the dungeon
And the overgrown old temple is probably my favorite theme of all time, that's why I absolutly love
promise of fire.
The acid pit jump section could have been used more in this dungeon.
It is missing a door/portal at the start, like the other two as well. I get that we got teleported in there but I really like to get out of a quest where I got in. It is convenient and on the hardcore server it can save lifes, espesially if we get those hounds, or something similar back.
As others have already said the portal in the starting room is weird and the first time I did't see it and missed it. I only got to the room through the sercret door. Maybe put a sceleton with a note there, so players get automaticly guided there.
There is a secret room under some stairs, but the room was empty maybe I missed something or maybe there is still something missing.
The boss fight was okay, but also was nothing special.
Okay what do I mean with unique mechanics in a dungeon, this is obviously only one example and might be overkill for such a small dungeon.
The theme of this dungeon is clear, decay. What if we take this theme a bit further. What if the seeds we collect actually have an aura of decay around them and on pickup we become the source of those auras. Here would it be good to have a "player number in dungeon" variable to scale those auras of, because a solo player could get screwed because he can't share those between party members.
Those auras would effect the player that holds the seed and in a small area around them could be:
1. Everyone in the area gains acid and poision vulnerability
2. Everyone in the area gains reduced ac and fortification
3. Everyone in the area gains reduced melee, ranged and spellpower
4. Everyone in the area gains reduced saves and increased spellpoint cost
Now we have a interesting mechanic/ objective the players have to play around.
A good party would try to play round each members strengh and weakness and split those seeds accordingly.
They alse have to communicate and don't panic, because as soon as they start to hug each other the debuffs start to affect everyone.
And maybe the boss creates cloud effects with the same effects as the seeds and also deals acid and poision damage. So players are actually forced to use the whole boss room.