they still havent developed a fight as good as lei shen heroic from ToT
Nope it's because the game is almost dead and players quit.. that's why we get AI Bots fir Dungeons lol
Mythic raid difficulty has changed massively over the last few expansions. I get aotc every tier, but used to also kill a few mythic raid bosses.In the Eternal Palace raid, any semi-serious player had no difficulty finding mythic pug raids for at least the first few bosses. In Shadowlands and Dragonflight, defeating even one or two mythic bosses seems to be the province of only serious mythic raid guilds. Guilds in which we typically got aotc, and then "dipped our toes into the mythic waters," now complete aotc and see no reason to continue.Loot balance for raiders also seems to have changed, although this might just be my perception. I used to complete every normal and heroic raid just by gearing up in the raids; if I ran dungeons, it was mostly for variety and entertainment.In the last few expansions, running mythic dungeons seems essential for getting enough gear - or crests that allow upgrading raid gear - to finish the raids. I'm now getting ksm on every character I want to get through the raids, not because I enjoy running dungeons, but because it seems impossible to complete the raids without the equipment and crest upgrades from doing many 11+, then 16+, dungeons.WoW used to be a game in which players could choose the content they most enjoyed, and do fine within that content category. Now it feels as if you have to do both raids and dungeons if you want to do either (or at least need to do both to be successful at raiding.)
6/9M Amirdrassil is vastly easier than anything comparable this expansion. The Tindral wall is problematic, but the fact that there is such a large jump from 6/9 to 7/9 guilds should not be a concern in and of itself. Ideally, the difficulty curve would have been more evenly distributed among the first 6 bosses, but Smolderon's total number of kills doesn't seem out of line with the likes of Zskarn or Dathea.
This article is slightly misleading in some ways. First of all, the mid bosses in Amirdrassil were significantly undertuned compared to previous raids, so it skews the Smolderon drop-off percentage quite a bit. Smolderon isn't necessarily that much harder than normal, it's just a huge-step up over the undertuned mid section of the raid.Also you should correct the Fyrakk stun mechanic - if you miss a stun, you can fix it with the second set of stuns. My guild did this multiple times and avoided a wipe, it's really not that hard and I think you need to amend this.Lastly, you only really need 3 divebombs to clear a set of roots, the 4th divebomb that hits does significantly less damage than the first 3 because it's significantly overkill on their HP. If one misses, you easily make up the damage on roots just with natty damage. We've had backups go up to save a flare bomb who can get it quite late and don't even hit the roots at all. There's also a few extra feathers now too.Again I think this article does fail to mention the undertuned middle (Nymue/Larodar) and early section sections of the raid (Volcoross lol). Just look how many kills of Nym/Laro there are compared to Vault, and there's probably less subscribers at this point in the xpac too.
until people stop using cheesy addons.... Mainly WA then bosses will only be getting harder/more annoying..And its a fact because blizzard even stated long ago that they design the raids around weakaura and other cheesy addons.Remember wotlk? no abuse of WA there and you noticed it, the mechanics weren't too complicated and no overlapping 24/7 1 shot mechanics..
I thought blizzard didnt want to repeat sepulcher, then why are the number comparable?
These kinds of mechanics are so frustrating, if you happen to be a faster learner than the rest of your raid team, or if your team has a couple of people who take a bit more practice to learn fights than everyone else, you are doomed to countless automatic wipes until the whole team gets the hang of it. Compounded by the fact that you only get 1 learning opportunity per attempt, because the person making that mistake to learn resets the fight for everyone. I would rather bosses be full of all sorts of mechanics that punish you with 50-90% of your HP, so if you make two in a row you're dead, but you can still recover at the expense of your healer's mana, but risk going oom before the fight's over if it happens too much. This approach also lets natural gear progression act as a progressive soft nerf to the encounter without having to change the mechanics every other week. A messy kill with well played recoveries has always felt more satisfying to me than a perfectly practiced dance waiting on the 1/100 attempts where every single person gets it right at the same time.
I honestly think they are over tuning bosses like these so the RWF isn't a push over. Blizzard could be afraid to see RWF guilds slam the raid in 3 days and say it was too easy. I remember raiding in MoP and Garrosh was a bastard. But it was far more fun to prog than many of the bosses we have today. Bosses that run out to Africa through fire so melee just stands there twiddling our thumbs. Mechanics that 1 shot you. Boss hit boxes that make no damn sense. Fights where everything is green on green on green and OH lets add green mechanics....Blizzards raid and dungeon teams need to change their mindsets on boss and mob mechanics. And stop putting same color mechanics on same color floors and spell effects. And please stop making bosses that constantly run into space away from melee and pets. Larodar Mythic is awful as melee. Even with essential spell density you still often can't see the floor lol. What even is this anymore?
Well it's the last tier, so there's literally no reason to do it on mythic. "Oh yeah, no reason to get a higher ilvl now."
One shot mechanics in the highest difficulty is good. That is what makes bosses challenging. It is the highest difficulty, if you are playing it it is assumed that you are doing it because you enjoy the challenge. Raids are the group challenge and if the entire group does not do well then no one does. Instead of getting angry at something you have all the data on, have mechanics, address the elephant in the room. The player(s) that consistently %^&* up the mechanic. Remove them, replace them, bench them for that mythic encounter. Replace them with someone that does less dps but never messes up the mechanic. The complaints are a matter of attitude, not the design. You have SP games where alot of players enjoy fights like The Radiance boss fight on the hardest possible difficulty. The difficulty is not the problem, the attitude is. The issue is that the attitude towards a challenge is not to look at your group, fix your group and then do it, you %^&*! about it. You cant really complain about it when the entire group does their part and you kill it. The attitude towards challenge should be not to cry to the designer, its to look at what you have, fix what you should, replace what you should and get proceed to do it. If you cannot do it then accept your fate and accept that you cant do it. The devs put up a challenge in front of you. You either take the challenge and defeat it or accept that you are not good and do the difficulty that suits you best.
As a savage raider from FFXIV....what's the problem with one-shot mechanics, especially for the last boss or two of an expansion? We deal with them all the time, keeps you on your toes when the mechanics come out...