Death knights in shambles over their unused utility being nerfed
OMG those MUSHROOMS in DHT I sware to G!
lol these changes feel so WEEEAAAAAAK...Lots of dungeons are in need of tuning. Wracking pain disproportionately makes AD gated solely behind living the last boss. Make changes that make sense please.
The Wracking Pain change (Turning it uninterruptible) is a terrible change. Sure, the boss is more of a threat now instead of a freebie, but the threat isn't just from the dot damage. The fact that the boss sits there and spends 2 seconds locked in place when there's other overlaps happening is 2 seconds where DPS are weighing sticking to the boss, or running away from some spiders.
Glad mushrooms are fixed
I was expecting more changes than this. Some of the bosses are a nightmare on 20s (especially if it is a tyr week). Looking at you last boss on AD and 2nd/3rd bosses on EB.
done all 20s with quite ezpz, last season i barly did 18, good to me,
What about fixing the 2. Boss FALL, 2x keys where he had an extra ability come out of the portal wtf is this
These changes are pitiful. They need to make a ton of QoL changes to Everbloom for example. The last boss doesn't need to start the encounter as soon as you enter or aggro the first person that goes through the portal nor does the save point have to be outside the portal just to force players to go through another load screen again. Galakrond's Fall trash at 2nd boss are overbearing and unintuitive and the only saving grace about it that the timer is so forgiving that you don't care if you die 20 times at that part.
I like how they nerfed the last boss of court in s1 because having the entire keys ability to be completed hinge on the last boss isn't good design and then decided buffing Yazma to be significantly harder than the rest of the dungeon was a good idea.
Ok, Blizz, so now you've made Atal'Dazar not require a DK, nerf Yazma jfc
These nerfs are joke and Blizzard need to work much harder to make those dungeons even remotely playable...TLDR: nerf them all to the ground
They need to get a team of people that run keys on 20 or above every single week. Every single dungeon. On characters in gear that is average. And then have that team deliver feedback on how the dungeons felt to them. Because this is the only way they are ever going to understand that this tuning is pitiful compared to what is needed right now.
The difference between fortified and tyran this season is WILD. Some if the tyrannical bosses are absolute key brickers in pugs where are on fort most keys up to +23 feel pretty free as long as people play decently. I like tough bosses (healer main) but some of the bosses just do inconsistent levels of damage for the rest of the key. 2nd boss in Waycrest, last boss in AD, 3rd boss in Throne, 3rd boss in Everbloom, Murozond’s Rise in general - just so many that feel like the difficulty is WILDLY different across a single key. The great thing about having infinite scaling is that we can infinitely scale the keys. Having 1 thing totally brick your key while the rest of it is faceroll easy isn’t good balancing. I’m not begging for nerfs - I just want it to feel balanced.
Previously, the Vile Burst mushrooms explosion radius was 8 yards, but the graphic and trigger radius was only 6 yards.Can anyone literally answer me why there isn’t like you know… a hard symlink between visual and actual distance of events in this game? Like inputting 8 in the field for spell effect radius forces the respective visual input field to be 8. Absolutely no question.Same thing goes for tooltips. How many times have we had hotfixes were the spells were updated to reflect the existing tooltip (the latter of which was the intended behavior). Or the tooltip was incorrect and did not reflect a properly working spell?Jeez blizz utilize symlinking or something. Cut down on needing to hand update things.