DUNGEON LEVEL: 15-16
END BOSS: “Captain” Cookie (Normal)
Just like Ragefire Chasm, this dungeon got an overhaul. Blizzard made some sweeping changes to the dungeon when Cataclysm came out. All of the original bosses were scrapped, except for Cookie. Before the changes, Cookie was roaming around the back of the Defias ship huddled inside of the Deadmines cave all Goonies-style. After Cataclysm, Cookie got promoted to captain and became a stationary boss that stands in a boiling pot throwing food at you. I’m not even going to try to make sense of that.
The new Deadmines featured changes in trash mobs too. At the very start you’re up against ogres armed with cannons, instead of Defias Brotherhood members. The goblin trash in the big forge room was replaced with foe reavers (who are like robot scarecrows or something). Probably the biggest change to the trash came after this room. Blizzard switched out the old Defias mobs with rogues and mages who had special abilities. The rogues would shadowstep behind you and the mages created this large red bubble that gave anyone standing in it a big damage buff, so you needed to tank all of the trash outside the bubble.
I’m not sure the new version of Deadmines is funner the original, but it certainly is different.
R.I.P. Mr. Smite.
DIFFICULTY – 3
The difficulty of normal mode Deadmines was definitely a step up from some of the other lower level dungeons like Ragefire Chasm or Wailing Caverns. It was still pretty easy, even after Blizzard updated it, but it was still possible to die in here. I can only think of two instances where anyone has ever died in a Deadmines group. The first being in the hallways between bosses. With no regard to how caster mobs work, tanks would go from one end of the hall to the other, pulling every damn thing in it. The caster mobs would stand there and hit healers and ranged dps, while the tank is off on the other side tanking the melee trash, ignoring everything else that’s happening around him. The other spot players die at is while fighting Helix Gearbreaker. Bombs are being thrown around the room throughout the fight and a lot of players just aren’t fond of moving to deal damage or heal so they just stand there and eat bomb blast after bomb blast, eventually resulting in their death. The rest of the dungeon is pretty straight forward. New Deadmines’ only real difficulty lies in mechanics that are slightly less forgiving than those in the other low level dungeons previously mentioned.
VISUALS – 6
The developers didn’t really touch the old appearance of the dungeon and that’s fine. The old Deadmines looked great. The hallways inside the cave became a little dull, but the forge room and the ship at the end stand out as some of the best looking scenes in this dungeon. Blizzard gave the new bosses some pretty sharp looking abilities that make other bosses in dungeons like Blackfathom Deeps look like shit. Glubtok, the first boss, is an ogre mage who uses frost, fire, and arcane spells on players. He drops ice from the ceiling, puts lines of fire on the ground, and does an arcane explosion. All of the different abilities he has look very cool. Visually, the only other boss that has anything worth looking at is Cookie. He hides inside a dark room on the top of the ship after you killed Admiral Ripsnarl, then he jumps into a boiling pot and proceeds to throw food at you. It’s silly as hell, but it’s pretty fun to watch.
And let’s not forget the Goonies inspired ship. That will always be bad ass.
REPLAY VALUE – 6
I keep referencing other dungeons in the level range of Deadmines, but I have to. Deadmines has so much more going on for it than the others that its impossible not to compare them. Replay value is one of those areas where Deadmines comes out on top. It’s fun your first time through and it’s still fun when you come back. It would have probably scored higher if it were more of a challenge. Like I said earlier, it’s very easy, but it’s not a complete faceroll like RFC and WC.
GAMEPLAY – 7
It’s fun to have to follow mechanics on boss fights, but at this level it’s not entirely necessary. That’s unfortunate, because thew bosses have some pretty fun mechanics. Having to move around and dodge shit when you fight Glubtok is fun. Trying to kill Helix Gearbreaker while he chucks bombs all over the room is fun too, but being able to get inside one of the foe reavers and fight with it is more fun than both of those fights put together. And the Cookie fight is just silly as shit. You can eat food he throws on the ground and it will either give you a buff or a debuff. To me, eating any food that’s thrown on the ground should give you a debuff, but that’s just me. You can also take control of the cannons on the ship. Common sense would tell you that the cannons should fire away from the ship, but why would you point the cannon in the direction of the stuff you’ve already killed? And why would you fire a cannon on the deck of the ship? It’s fun, but it doesn’t make a bit of sense. New Deadmines doesn’t offer players much of a challenge and that takes away a lot of the fun in running this dungeon.