12.1 Mythic raiding bosses design feedback

First I’ll talk about Tidebound Grotto, currently the strategy is to use immunities to soak orbs because the dot damage on an individual is simply that high. I feel for a boss this early in a tier “requiring” immunities is a bit of a high ask and the orbs already damage a lot the raid, making this dot maybe scale less or not make it stack could make this a bit more palatable as a boss.

Second, I’m not quite sure you could have seen this before but people are currently using pings to do Entombed Sentinels because you have hidden the debuffs on players. It feel particularly unnecessary to do this and make the mechanic rather clunky. Doing the symbols on heroic was actually decently fun, now we press a macro to do the same.

Third, Vashnik. It is a bit of a miss in term of design that the fight end up this way, people are simply staying between purple and orange for the whole fight. Probably a lot to learn from this. Was curious if this is how this boss will end up or if something else to make it a bit less of a meme could be done. I think a good deal would be nerfing totems by making them spawn closer with less of them and nerfing Clotting Venom could be a thing but I’m not gonna say this has to happen but overall it doesn’t feel great to me to do a fight this way. This fight feel like this old meme https://www.youtube.com/shorts/dmohsez6fck

As for Sszorak it feels again like the goal is to cheese the mechanic, group composition can completely cheese the Raging Crosswinds mechanic. Simply have everyone with a way to either prevent knockback or go back to the platform. Not quite sure it’s intended but it does feel weird that you felt incentivized to some point to simply do it on heroic (as you’re bringing everyone anyway) but the most simple way to deal with it on mythic is to completely cheese it.

As I advance through the raid mythic Twinfang waves for tanks can be pretty bad as you’re asked to soak Stone Breaker (white circles) and a 2 waves can cross on a soak making it so you can get 2 extra stacks simply for doing the mechanic. Outside of this I feel the fight is pretty solid while prot paladins bringing more interrupts to the table and this being a very interrupt heavy fight not something I feel that raiders enjoy a lot. The nerf to the interrupts does make this part less annoying but I felt needing to mention.

Mythic Coiled Altar Axegrinder simply doesn’t feel great. Another type of Lura glaive mechanic that can feel pretty annoying but made worse as they move very randomly. At least on heroic they collided with the boss making them somewhat predictable for melee but considering mythic also pretty much wants you to tank the boss in the middle to clear orbs reliably they’re made much less fun.

I also got some feedback for mythic Nek’zali. Going down to kill the big add shouldn’t stun you and feel way too penalizing. It would also be interesting when you do that kind of mechanic to get a dps buff as to catch you up on damage you have been missing.