I’m sorry but doing this in the middle of the week is one of the most punishing hotfixes you’ve ever done to an encounter.
You’re directly targeting guilds that didn’t kill the boss using an actual bug abuse, and allowing the ones that did to continue extending the raid with a kill that’s straight up invalid?
The “go to a corner” thing, you could excuse as a clever use of game mechanics, sure.
The “remove a trap before the bombs spawn so that the boss doesn’t spawn them AT ALL” is a VERY clear bug abuse.
This feels like such a middle finger to players who wanted to play the fight in the way it was intended.
I’m not suggesting a rollback, but letting this go unpunished by not locking the raid so it’s not extendable next week, only reinforces and encourages people to abuse bugs as hard and as early as possible.
There’s not a single world in which these changes “maintain its prior level of difficulty” in which ~200 guilds just killed Zskarn within ~10-20 tries
Zskarn needs much harder nerfs or no change at all and you just need to accept that you’ve failed with this boss, similar to how you did it with Kurog.
All the other changes seem fine, but adding this change really ramps the difficulty for heroic and hurts guilds that only go for AOTC. A random activation of tactical destruction makes it so that my team can no longer learn a repeatable movement pattern.
Please either keep this mythic only or revert this change for all difficulties.
This still isn’t a reasonable boss and is much, much, much harder than it was with the cheese strat and is still debatably harder than the version the RWF guilds killed.
The Tactical Destruction bait logic makes this boss miserable across all difficulties.
This boss fight isnt working at all. There is simply no way to down this boss before the traps overwhelm the players unless the players are geared for Mythic raid. Majority of my team mates are already geared for heroic and their is simply no way mechanically we can clear the traps in time as there simply isnt enough golems and even just focusing on those in the center of the room. In 3mins or less we are still over run with traps and the healers just can not keep up despite pumping over 100k HPS each.
The boss mechanics are just simply overtuned, plain and simple.
I don’t think it’s random, I think it’s based on the largest cluster of players. That means you can control the spawn position, you just can’t drag the boss by himself across the room in order to spawn it away from the group.
The pattern is the same, just triggered by the raid team, not by a single player. The whole group has to do the group mechanic now. There’s a wind up on the spell and a simple lock gate or roar/windrush is enough to get to safety.
Is it even possible to run out of room in 3 mins if you ignore all the traps?
The RNG on this boss is nonsense, it’d be great if you could just explain what on earth did exactly the one that programmed this boss wast thinking about when they made it, the mechanic is so badly done and it’s so random that gives no chance to even think about an strategy other than burn it down on dps, and guess what? There is no way to finish gearing up as this boss is a nonsense hard wall to get through
RNG and boss design on this boss is really annoying. Count me as unsatisfied this this boss. Please gut the fight or make it easier to complete. These nerfs are just the tip of the iceberg. Please consider more nerfs
Not going to lie tough, this seems a bit punitive to those attempting the fight; and those who beat the fight using the exploit get to keep that progression.
All kills for the boss should have been invalidated, all the keys that contain the boss dead should have been reset.
This in every sense, “Pulling the ladder up behind your self”
i personally feel the ‘extend’ was meant so you dont lose 80% of your raid every week re-clearing but it lead to an even worse thing.
i wish each ID can only be extended once. then the third week it is forced-fresh.
I don’t think anyone but me speaks out against infinite extensions right now, and i’m not very vocal about it because my guild doesnt extend but … I hate it. exactly because you luck into killing a boss once and never return to it or any boss before it.
you cant farm boss #4 but you’re progressing on boss #7? no
Can we get a nerf on this boss so its comparable in difficult to the boss the HoF guilds encountered. Not only is it incredibly rng, variable timers, and then the boss also randomly bugs out.