Duplicate. Delete
"You don't want challenge ? Do heroic "Nonesense. You want challenge ? Wait season 3 and do a timed 25+ , that's your answer.
Difficult content existing doesn't hurt anyone when there are multiple difficulties in the game. Casuals wouldn't see this dungeon until 10.2 when it gets added to queueable group finder so who cares? This dungeon is obviously meant for coordinated premade groups, don't nerf it unnecessarily to please people who are not the target audience for this content anyway.
Some of you guys are just straight up ridiculous. This is a 5 man megadungeon, not some Mythic Raid level stuff. It's supposed to be harder than your average run of the mill Mythic dungeon. But not as ridiculous that you can only do it if you have Mythic Raid gear.Just take the first boss: The 2.7 million absorb was just straight up ridiculous, because you needed to get that healed within 13 seconds, or your tank would take over 1 million magic damage, after already being brought down to half health or lower. On top of the regular melee hits that dealt 7 times damage in that time.The second boss required 91k hps just to cover the rot damage. Other mechanics aren't even covered, and the healer had to heal that while constantly moving and never being able to cast more than 4 seconds.And the final boss... this is a 5 man dungeon. People don't want 10 minute fights in a 5 man dungeon. You also have to think about M+ in that line. Having the final boss take up 10 minutes is just completely ridiculous.
Whats concerning to me, and i don't see anyone else pointing this out, is that this dungeon was deemed "very difficult" in 425 Ilevel gear. You guys realize that we would have been hitting it at 440+ at this point? Hell even the most casual people would still be at least 10 ilevels ahead of that. So nerfing it massively like this only means that its going to be even more faceroll for even the most casual players. Which i don't know about you but when i see a dps or even a tank in a dungeon take on the mentality of "this doesn't do anything who cares" it saps all the fun out of it. We had the potential to have quite a fun 5 man experience with a proper challenge to it that isn't just "oh this dungeon does 600% more damage and has 600% more health". But, as the rolling stones once said, you can't always get what you want.
This dungeon should be equivalent to at least a +16 (preferably a 20) if it's supposed to be hardmode by default imo. It makes 0 sense for it to drop heroic tier loot and aspect crests and be easy.This is why you make more than one difficulty level. Dungeon difficulty shouldn't gatekeep bad players that have no wish to improve out of seeing the dungeons (nothing wrong with being bad, it's only a game after all), but there should also always be higher difficulties for people that like to be challanged. And the rewards simply can't be the same.