I played the dungeon this morning. It was quite fun, but I think I'll either need to take a different team or ramp up the difficulty some. I ran fillet, roria and boris through the dungeon and by the time I got to the final boss *AIR ELEMENTAL*, I just stomped it. That could be because fillet is custom made to play for the long haul dungeon crawl. He was hitting the elemental with 14 dice. He simply may have to be banned in PVE. I will likely try a different team tonight and see if it works better without him.
I could really see running this as a 2-3 player, double board race type game with some interaction at the endgame and maybe some minor tweaks to the monster tactics rules as the ranged guys don't always act intelligently as written right now.
If by intelligent you mean they all focus on the tank, then thats what they're supposed to do. A tank aggro's a group of guys and taunts them and then they all attack the tank. They're should be a pull aggro rule in there somewhere I hope.
I mean that ranged attackers are generally weak to physical combat. If they are in range they should move away so that they don't get swung into by the tank. They don't. They sit there and die. It's stupid and really easy to take out ranged guys. They do have to attack the aggro guy, but don't endevour to save themselves.
In addition, guys with move powers should have to move the target into aggro range of other mobs to trigger them. It's just smart play and it's the type of decisions that another player would make if they were playing the environment. Just the solo rules as written don't do that. Not that you couldn't play both sides, I would just like to have the AI of the dungeon work in a tactically sound way, especially since dungeons are really boring to play as the environment. Really boring.
By the way, it would help you to add to the conversation if you'd, you know, actually LOOK at the rules before posting