Demonic Library

OK, been bashing away at this one for a week.
I like the variety of bosses, the avatar room is quite interesting, I haven't won yet. (been damn close as a fighter and a sorceror, lost a fair few runs due to dodgy fireball prediction)
Anyway, the buff from a build or two back to the library in my view is *not* a good thing. The mini-bosses are tough enough as it is for non-fireballers, and their combination of abilities tend to very strongly promote fireballers as it is. Adding a stack of death protections to them as each one dies makes it a little bit harder for fireballers of doom but it also vastly restricts the number of approaches you can take to the dungeon by making physical characters have to take an extra load of hits from some *extremely* high-damage bosses.
I've managed to take some fireballers within spitting distance of a win. My non-fireballer attempts have been completely abortive. Now, I accept dungeons should promote different playstyles but the making-the-dungeon-harder thing has made it harder mainly for those playstyles for whom it was already horrible.
If you want to keep the buff in and also to promote the variety-of-problems thing the surface dungeon has going for it, I think the different minibosses need to grant a different small bonus to the others on death, which adds another layer to the boss management and would mean that the buff A) is manageable, and B) affects all playstyles more or less equally.
I like the variety of bosses, the avatar room is quite interesting, I haven't won yet. (been damn close as a fighter and a sorceror, lost a fair few runs due to dodgy fireball prediction)
Anyway, the buff from a build or two back to the library in my view is *not* a good thing. The mini-bosses are tough enough as it is for non-fireballers, and their combination of abilities tend to very strongly promote fireballers as it is. Adding a stack of death protections to them as each one dies makes it a little bit harder for fireballers of doom but it also vastly restricts the number of approaches you can take to the dungeon by making physical characters have to take an extra load of hits from some *extremely* high-damage bosses.
I've managed to take some fireballers within spitting distance of a win. My non-fireballer attempts have been completely abortive. Now, I accept dungeons should promote different playstyles but the making-the-dungeon-harder thing has made it harder mainly for those playstyles for whom it was already horrible.
If you want to keep the buff in and also to promote the variety-of-problems thing the surface dungeon has going for it, I think the different minibosses need to grant a different small bonus to the others on death, which adds another layer to the boss management and would mean that the buff A) is manageable, and B) affects all playstyles more or less equally.