Just wanted to post my thoughts on the V4A rooms both good and bad.
Room 1 - Combat
The pre-room video recaps and the room introduction were good, I enjoyed the idle animation of the NPC for the combat. As for the combat itself I did not enjoy the setup. Highest AC in the dungeon, MASSIVELY high AC on Hardcore+, MANY players were only hitting on 15+ with quite a few being limited to nat 20 rolls. Multiple heals in the combat, damage reduction, multiple spell immunities, while the output damage is low this fight is a negative experience for 75% of the players in the run. I would have much preferred to have some solid options built into the module for ways to remove the buffs, some non combat interactions to remove the potions, remove the ioun stones, things to make the fight manageable, which i did not see. Also given the EXTREMELY limited availability of spells in True Dungeon I greatly dislike the first monster having full spell immunity for 3 spells. It's just upsetting to waste spells.
Room 2 - Puzzle
Enjoyable thematic room, very good NPC character, well acted and helpful. The puzzle itself seemed a little more complicated than I would want for a room 2 puzzle. Solution is fairly straightforward but does tend to lead to a few failures along the way. Also it's hard to discern size via a camera, I would prefer to see greater size difference between pieces if done remotely again.
Room 3 - Combat
I really don't have anything negative to say about this combat. Good theme, great animation for the monster, really liking the evolution of the animated monsters. Might have had a little more HP per monster than necessary but I think overall this room is well balanced. Only thing I would comment is I would like to have 3 visual monsters if the room has 3 monsters and have them removed as each dies. I'd be fine with 3 copies of the same creature animation, just a visual representation.
Room 4 - Puzzle
Cool puzzle design, cool room design. Memorization puzzles do not work well in a virtual setting where screen capture exists. Unfortunately every version of this puzzle style we've had in VTD has been immediately broken by at least one player grabbing a screen grab of the puzzle. It's simply too easy to cheat this to have order memory puzzles in VTD in my opinion.
Room 5 - Combat
Great new monster design, great painting, really creepy look, great whispers, A+
pre-combat group saving throws are upsetting from a player perspective. The negative hit penalties were way above what I would consider fair given the AC target numbers and the +to hit numbers at each given equipment level. Also several of the negative penalties stacked and the initial save seemed to be combat wide. I'd say those penalties need to be -1/-2/-3/-5 per failure at each difficulty. Otherwise I did enjoy the combat and love the design variance.
ROOM 6
R6 Puzzle - great intro video, great first part of the puzzle with the matching. Rogue clue was actually a detriment to most parties, would have preferred something different in the Rogue clue as it was fairly redundant to the freely given room clue.
Room 6 Combat -Let me start by saying I liked the introduction animation.
Unfortunately that's where my praise for this room ends.
Massive enemy HP pool
Split HP pools between subdual and fatal damage
Nearly autohit MASSIVE Thor's Hammer damage every round
AUTOHIT, NO SAVE MASSIVE party damage every round, most with 1 random class that is immune
Massive AOE hit and Massive Hammer hit BOTH on EVERY round
I honestly do not know what the thought was on this room. After experiencing it once I never wanted to run it again, up to and including V4B and V4C. This room is harder than the final combat by a large margin and just seems incredibly out of place at all combat levels. 20/30/40 HP damage every round to every class means your entire party is dead in 3 turns, even with massive healing available. It's simply too much damage to heal through. At Hardcore most groups can survive 0 to 1 AOE round at full HP. At Nightmare most groups can survive 1 AOE round with more than half of the party dying in round 2. That's just not a viable combat.
IF this was presented as a hidden, secret, bonus combat I would be more OK with the design but this fight is just too strong to exist, even as a final room encounter, even without the option of subdual damage.
Room 7 - Combat
I really enjoyed this room and 90% of it's design.
I love the creature design and implementation, the puppetry was great and the combat was fun.
As I've mentioned in other reviews of runs I greatly dislike save or die mechanics. Especially save or die every attack. In this instance I think it would be better served to the theme, for failed saves to add a stacking -2/-3/-4/-8 penalty and failing 4/3/2/1 saving throws results in the death. It gives the lower gear levels a more fighting chance and it's only immediately deadly on EPIC difficulty. It makes the fight much more of an uphill battle.
I would also prefer to allow for good combat tactics, like stabbing the eyes, to allow for removal of the save check/ Permanent on normal, for 3 turns on hardcore, 2 turns on nightmare and have the attack require a standard hit vs AC but deal 0 damage, gaining the save removal instead. Reward inventive gameplay.