Legion of Almire Difficulty Level Feedback

First, I want to say, that I really enjoyed this mission. I look forward to running it with my guildmates and friends as part of our usual routine of bosses and levels. However, I think the "danger level" of the mission could be improved somewhat. Some random thoughts in no particular order:
1. Statuses: The monsters should inflict harmful statuses / be resistant to certain statuses. The only status I had was stun from the zombie breath, and I found that this made the mission much easier. Perhaps a different status could be inflicted depending on the week/day. Cold/Shock/Fire/Poison/Curse. I was never really scared of anything -- nor was I punished for wearing gear that had negative status resists.
2. Kamizombies: I found it all too easy to spam staggerstorm / shivermist / VT and negate the kamizombies entirely. Stagger made them confused and they explode premature, shiver locks them in place and lets them get picked off quite easily, and tempest's shock effect acted much like stagger. Perhaps they should have some resistances, since after the initial surprise goes away, it becomes an easy task to dispatch them with a mist bomber / polaris / what have you. Also, their fuse timer could be adjusted. Often I could get away with poking them and then just running away, because they would just pause for what seemed like forever before exploding. Maybe instead of having them freeze in place, make them like faster versions of those blasticubes, and have a countdown timer when they trigger, so they chase after you and after 3-5 seconds explode. That way it would be harder to dodge.
3. Miniknights. Their health/attack speed could definitely use a buff. Because they don't inflict status (again I think this shd be fixed), they don't pose much of a threat even if they hit you, which was rare, because they were very slow in their attack windup animation. Also, it was very easy to one-shot them with voltedge charge/ rss / what have you. I am not sure what the intention of them is. As it is, they don't drop loot, so are they meant to be just like the demons in graveyard levels? If so, it is a little disappointing -- I would rather them be given a health buff and drop loot, or if they don't drop loot, then a more rolling respawn. I really like their design and enemy variety is nice. It just feels like I am not sure how to approach them, since a lot of them can be avoided with shiver + run away, or just not triggering their statues. Since they don't drop loot. I would prefer them to have loot drops so it encourages players to fight them.
4. Dreadnaughts. These guys were really awesome. They made things tough and it was a challenge to take them down in the rooms with traps. One suggestion I would make is to give them qualities of attack buffing, like a swarm seed, as well. Like how a trojan can pause and make its attack up, perhaps they could pause and make surrounding monsters have higher attack as well.
5. Level length. The first depth seemed to drag for me. The payout isn't that great at the moment (about equivalent to old jelly king), and as a result, taking 15-20 minutes to go through the graveyard was a bit much. I didn't get a big feeling of danger, with exception of the button rooms, and the constant breaking of blocks to pass made things more tedious. Perhaps shorten the length of the depth, to take out the more monotonous slag only sections (which remind me of graveyards) and focus on the more unique button rooms. Add more traps as well (maybe arrows shooting from walls? status inflicting spikes? drones? Since I could just kite the bulk of the level with rss. The parts with howitzers were great though, as well as the grim totems. I think it just needs to be cut in places to make the excitement more consistent. Like in KOA depth 24, how the button rooms are broken up by sections of wheel dodging, which I enjoy. The first depth I think needs something like that. Perhaps a chase of miniknights + demons from button to button as you have to break the blocks. Or something. Just hacking at slags the entire time plus a few kats doesn't make it any different from clockworks.
6. The second depth was amazing. I agree with others that the entrance should be a party button, so as to not trigger the monsters before everyone is done loading. Other than that, I like the originality. The bomb network esque hunt for cat statues was great. In fact, the left side is something that I greatly enjoyed and can imagine playing every day. My favorite was the button room with the respawning kamizombies that were controlled by switch rooms. The fight was a blast, and the mix of different enemy types made the experience fun. The right side is more of a slog though, made difficult by the miniknights that can or cannot appear depending on if you triggered them. But I would just avoid them and run for statues, since they didn't give drops. I would like to see more of a hazard field here -- the thorns are nice, but what about the shadow pellet gates in SL snarby? something like that would be nice. It is always a nice change of pace from fighting.
7. Final room. The final button room felt a little underwhelming. Maybe because of its size? It was very crowded and made bombing a bit too easy. Especially once the two dreadnaughts appeared. I would like the space to be slightly larger, to be given more room to maneuver, run away from the kamizombies. Also, I never found the traps to be very dangerous. Perhaps just make them regular exploding blocks that you have to break without hurting yourself to grab the totems out.
But overall, I really really enjoyed this preview of the danger missions. I look forward to playing them when they eventually come out. I think their challenge level at the moment is somewhere around d27 of KOA, and if they are pushed just a little more in terms of how hard the monsters hit / the layout of traps, it would make it even better.
Cheers!

I agree on difficult for the T3. At least make it more dangerous.
Pop this down to stratum 6. I shouldn't be able to tank zombie swipes so easily with a level 2 swiftstrike.
The added payout will be nice too.
Almire knights were easy to kill. Have them shield at the start when they come out of the statue mode, this stops people from easily comboing them down before they can even attack.
There were really only two challenging/fun rooms in both T2 & T3 modes. The final room, and the golden key room on the left hand side, both on the 2nd level. The challenge came from the ressing kamizombies and the swarming. It was managable as solo, but also the most fun.
Level length:
A bit tedious. I'm not sure how danger missions work. Are they available daily with prestige? It would be a bit tiring to do them daily.
Overall:
Fun, but no boss. Felt like it was missing some of that new "shiny" content everyone's been craving.

It is currently my assumption that they put it in s3 and s5 to balance for the lack of heat in the gear. I sincerely hope so. These should be in s4 and s6, respectively. In the rooms where you trigger the knights, they are too easily knocked down/killed before they can start moving, which should also be fixed. I do enjoy the dreadnaughts, that was an excellent enemy idea.
Overall I thought it was very fun, but still notably easier than a SL

+2
I agree with everything mentioned in the OP, especially the size of the rooms.
I Think The Final Room Should be More Larger For a New Boss ... a New Boss would Be Really Amazing , Like Lord Almire Duke , we Just need a New Boss for This .
well when u in the Final Room, like when u there,there should be a physco knight named "Remno",and this is what he says when u approach him
"Hello, looks like i finally found you,(whatever your name is) looks like i have to take you all out, well it is my specialty, i hate the spiral order"
U click "why" Because Feron Betrayed me,and thats why i am trying to take you all out!
U click "well,what did he do to you"
he says " I WILL NEVER TELL YOU"!*ARGH
And he should have boosted plate helm armor and helm
And he is all black. and he has like 10,0000 HP.
Then,when you beat him, He says "Since you beat me, how about you Eliminate me right on the spot you stupid KNIGHT!
HaHaHaHaHaHaHa! You will be betrayed by Feron in a matter of time.You are so gullible." *smurks,and dissappeared in the Night sky!
So,if u add that GM'S i would be so glad!!!!! :)
XD
Oh, I Forgot, On His Shield, There Should Be A Vanaduke Shield, And He Should Have Vanaduke's Hammer But His Is Smaller,
And He Has 4 Attacks,
1. Strafe Attack: Dashes To Anyone He Seeks/Targets, And Whiplashe's You With His Pointed Hammer.
2. Shooter Attack: He Get's Out A Valiance Out, And Shoot's You With It (WARNING: His Shooter Attack Cannot Be Dodged,But It Is Blockable,Also It Deal's Massive Damage,But He Barely Ever Takes His Valiance Out,And It Deals Half Of Your HP.
3. Stealth Attack: He Turn's Invisible, And Attack's The First Player He Seek's. (Jab's You With His Pointed Hammer)
4.The Slash: He Sticks His Pointed Hammer At The Sky,And Become's Invisible,And 5 Dark Owl's Come At The Sky And There Is A Shadow So You Know Where It Is. (The Most Strongest Attack Of His Arensal.And It Can Kill You In 1 Hit! )
:)

I also agree with this post. I love the one where we had to grab the statues and put them on the buttons while running from the respawning kamizombies. That's my favorite part of the entire thing. It's different and complete chaos. lol. Kinda makes me think of blast network zombie style. I like it.
Yeah i agree with Dancinjen, no but seriously add a mini boss
Oh I Forgot, When You Beat "Remno", You Get A Weapon, And A Set Of Armor (Just, like OPC, Instead Of A Bomb, It Is A Set Of Armor, Which Is Called
"The Forsaken" And It Has Scar's All Over It, And A Snarbolax Sign On The Back Of The Armor, And The Sword Is "Remno's Hammer"
(MAXDAMAGE+ 1,010. Each Hit:478 2nd Hit: 510 Charge Attack: 1102)
(What It Look's Like: Look's Like Vanaduke's Hammer, But It Is Smaller)
Where it is:You Know How You Beat The Enemie's, And You're Done, And How You Read The Book, Well Before That, You Battle "Remno"
Where You Go When You Beat "Remno":Haven
You're Awesome Dude:Ninjatrooper
Difficulty felt about as high as the first stage of the Snarby SL. The kamikazebombers were pretty simple to shield push. I like the new enemies that are almost knights. I like the knight dieing sound when they go down. I'm excited for when this gets released!

Since no one else was on, I made the mistake of trying to solo the T2 version while wearing 5* UV gear optimized for fighting undead. Needless to say, the last room came as a brutal and sudden surprise. The slag guards + 2 almirian knights meant that I frequently got charged at from all directions...though of course, encouraging teamwork is a good thing.
I'd be interested to hear how that last room was for full parties, but as a laggy solo player, I found that the respawn rate of wings and almirian knights (on a RESPAWN PAD?!) was a bit high. Someone using T2 gear could better tell me how the new HP rebalance would affect the wisdom of infinitely respawning knights, but I was barely done killing a wing when another respawned. Could players who tried this in a party comment on the difficulty level of the healer spawn rate?

It's much easier if you have something with poison with you. I decided to equip the venom veilor and it makes the entire run easier by a longshot.

That's a good point. The radius on the veiler won't be quite as high for the tier 2 equivalent, though. Perhaps I'll try it later with 3* gear.
EDIT: On an unrelated note- if OOO is serious about making these missions a challenge, I strongly recommend that the spawn positions of the Dread skellies and slag guards be randomized within the boundaries of the room. I just did an FSC run, and the trojans were slaughtered by players who knew exactly where and when to fire a charged blitz needle. Any challenge can be rendered meaningless if the most difficult elements are predictable.

yes! that^ up there^
make it unpredictable the best you can can REALLY help keep things going longer.

Lots of fun, for the most part. Then it got really frustrating on the last wave of the last room.
I like the last room EXCEPT for those darn respawning silkwings.
I don't mind the slag guards, but as a solo gunner who is relying on damage over time, the silkwings were too much to handle. Alchemers did not do enough damage to the slag guards. Luckily I had a final flourish, but the damage was awful (deadshot set) so it took far far far too long.
Trying to kite, dodge and go behind the slag guard for a few swings only to have to chase down the silkwing when it spawns wasn't fun at all. Dodging and killing the almire knights at the same time was fine and fun though.
Perhaps maybe make 3 silk wings spawn at the same time, but don't have a pad spawning them. Once you get through the mire of all the monsters and kill the silkwings, it's just a matter of killing the rest.
I honestly would rather two undead guards and spawning kami-zombies or something. Or one almire knight, one kami-zombie.
The currret last wave is too surprising given the undeadness of it all. (oh, so i should have brought my blitz needle? final flourish? not worn deadshot?)

+1 OP is correct!
@Sypsy: I think the Silkwings respawning at the end made it the most challenging part. However the turrets in the bunkers shouldn't be able to be hit by swords so easily, bunkers should be thicker so I can just 2 hit them with a hammer. I was able to do it without dying, with only a swiftstrike buckler, means it wasn't hard enough. However I must say it was slightly more difficult then my solo Darkfire Vanaduke 0 death run, because I didn't know what to expect. I think the Silkwings give a tad bit more strategy to it rather than just "Spray and pray". Dodging the Almire Knights was a lot of fun, I liked the fact that you pretty much have 2 targets that move way to fast, protect each other, and have other mobs spawning to defend them. I do get what you mean about the Silkwings in some ways though, on solo it can be very tedious and not very fun at all, with a team I'm sure it'd be all too easy though, can't think of a way to fix that. (I'm a gunner too)
This place is also too easy with a Shivermist or a Stagger Storm, as the OP said. I like the fact that it will take up all my mist to do both T2 and T3 every day (Assuming they give prestige again every day like in the test server) and the prestige missions for that day, meaning I won't be able to grind FSC and I will actually have some new content to hold me over. I have a life to it's rather easy to not get bored of the game even though new content takes time. People seem to get impatient for new content when they don't understand the work behind it themselves. The creators deserve credit for the new ideas, and the whole creation of the levels. Thanks for the new content! (Also, before you guys make more content, fix the bugs in this game plox. And yes, I do mean the bug that makes the Stun status effect completely useless.) ♥
I wrote a thread on the topic but reading the feedback from dinos I realize its much more detailed... I completely agree with every suggestion he made... maybe t3 difficulty level (with adjustement on hit points and status) might go for t2 and increase lvl for t3 with the suggestions given above. I run through the levels without usual uvs and without snarbi set so it might be even too easy with them... especially for pro-knights and veterans of the game. Go on OOO!