finished Master Quest a few days ago and wanted to say thanks. it's an excellent dungeon, especially for people who want to keep playing after they beat the original game with their original team. it was interesting to see how my team developed as they all made it to level 24 by the end (although the last few levels weren't really useful because most of the fighting was done by then).
likes:
-extra book/scroll bonuses, xp from loot and level completion (gives you a proper reason to seek out treasures), and seeing how my original team advanced.
-harder puzzles but less demanding on reflexes and fast clicking. obviously this dungeon needed an upgrade in puzzle complexity since people playing it have already beat the regular game, and it delivered.
-fighter's challenge was well upgraded.
-pillaried hallway changes were really well done and lots of other additions were great too.
-loved the set bonuses for armors (although my unarmed combat rogue had to give up his circlet of war and pit fighter gloves to go full lurker), the valor and lurker set bonuses are a little OP, but you get them so late in the game that it's all good and by that point you need a real reward.
-the poison gems throwing/slingshot weapon was nice. not sure if it's better than crookhorn bow because of the slower speed, but it was a good option to have and I always liked the slingshot/rocks because they don't stick to enemies so you can pick them up during the fight (plus the poison gems are easy to see in the dark).
dislikes:
-my least favorite parts, as in the original game, were still the pit puzzle to get sword of nex and the lightballs at the end of level 7.
the first one involved a lot of falling into pits and quick-reloads until i could figure out how to hit the buttons, and then I didn't remember to take the torch out until i looked it up. still better than the original puzzle. the lightballs on level 7 are just a pain in the @ss, and of course I spent a lot of time trying to block them, even dragged an uggardian into the room with me, because the original game conditions you to think that way so then you get tunnel vision and it's hard to get that you need to do the opposite of before. but both were fair puzzles imo.
-that it ended - i was still itching to duke it out with the snail king (he kept farting at me on level 14) or a super Goromorg or an end game equivalent of the fighter's challenge.
minor bugs/issues:
-there are a few parts that look like puzzles but aren't (i asked about them in an earlier post), so they could be removed so as not to tease the player.
-in several places i was able to hit and be hit through iron grates. for example, in the ogre room of level 9 i could kill them in their cages, but also when one bum rushed me and i stepped behind the grate doors, I still got hit through the closed bars. no big deal though.