Dungeon and Raid Tuning -- October 13

The following dungeon and raid tuning adjustments will go live with the 12.1.5 content update this week (tomorrow, October 13 in this region).

Dungeons and Raid

  • Altar of Fangs
    • Primal Serpent
      • Piercing Hiss damage reduced by 25%.
      • Piercing Hiss cooldown increased by 10%.
    • Ravenous Descendant
      • Health reduced by 9%.
    • Twinfang Harrower
      • Health reduced by 6%.
      • Paralyzing Shot periodic damage reduced by 20%.
      • Paralyzing Shot duration reduced to 14 seconds (was 20 seconds).
    • Ritual Chieftain
      • Blood Sacrifice healing absorb reduced by 12%.
    • Rattling Writhe
      • Health reduced by 6%.
      • Rattle periodic damage reduced by 25%.
    • High Evolutionist
      • Evolve now has a more prominent visual effect during channel.
    • Bloodletter
      • Health reduced by 5%.
    • Ascendant Serpent
      • Health reduced by 21%.
    • Living Venom
      • Health reduced by 25%.
      • Venom Burst damage reduced by 50%.
    • Rav’i
      • Carrion Burst periodic damage reduced by 10%.
    • Zul’jan
      • Axegrinder periodic damage reduced by 15%.
  • Murder Row
    • Zaen Bladesorrow
      • Fire Bomb damage reduced by 33%.
  • Ruby Life Pools
    • Earthbound Guardian
      • Earthbound’s Imprint impact damage reduced by 21%.
      • Earthbound’s Imprint periodic damage reduced by 13%.
    • Defier Draghar
      • Health reduced by 27%.
    • Primalist Cinderweaver
      • Living Bomb debuff can now be dispelled and the explosion damage will not occur when dispelled.
    • Storm Warrior
      • Thunderous Stomp damage reduced by 18%.
    • High Channeler Ryvati
      • Tempest Stormshield absorb percentage of maximum health reduced to 15% (was 20%).
    • Melidrussa Chillworn
      • Infused Whelp’s Cold Claws cooldown increased.
    • Kokia Blazehoof
      • Blazebound Firestorm health reduced by 12.5%.
      • Blazebound Firestorm’s Inferno impact damage reduced by 18%.
      • Blazebound Firestorm’s periodic damage reduced by 14%.
  • Temple of Sethraliss
    • Static Anomaly
      • Spark Step damage reduced by 25%.
  • The Blinding Vale
    • Sporeblight Belcher
      • Reduced health by 11%.
      • Spouting Floret periodic damage reduced by 16%.
      • Belch Sore damage reduced by 16%.
      • Reduced the number of Belch Sore projectiles per tick to 3 (was 5).
    • Radiant Spellsower
      • Light Bolt Volley damage reduced by 16%.
    • Lightwarden Ruia
      • Lightfire periodic damage reduced by 15%.
      • Pulverizing Strikes damage reduced by 12%.
    • Ziekket
      • Lightspawn Lasher health reduced by 10%.
      • Lightspore Shot damage reduced by 16%.
      • Oozing Xylem damage reduced by 16%.
      • Vicious Regrowth haste and damage buff reduced to 20% (was 30%).
  • The Venomous Abyss
    • The Coiled Altar
      • The initial total number of orbs that spawn during Toxic Deluge in Phase 1 reduced to 8 on Mythic difficulty (was 10).
      • The number of Virulent Mutations that spawn in Phase 1 reduced to 4 on Mythic difficulty (was 5).
      • Virulent Mutation and Mutagenic Venom radius reduced to 6 yards (was 8 yards).
      • The number of players Dreadmarch targets reduced to 3 on Mythic difficulty (was 4).
      • Manifestations of Dread now immediately display their red glow visuals to their fixated target the moment they began fixating on all difficulties.
      • Manifestations of Dread now despawn if their fixated target dies instead of re-fixating on a new player on all difficulties.
      • Increased the angle Manifestations of Dread are detected and stunned by 10 degrees on all difficulties.
      • Eternal Nightfall cast time increased by 2 seconds on all difficulties.
  • Voidscar Arena
    • Feral Saberon
      • Savage Leap cooldown increased by 25%.
    • Chitigoth
      • Insidious Aura channel duration reduced to 8 seconds (was 10 seconds).
    • Brutal Overseer
      • Brutal Slams damage increase per slam reduced to 8% (was 10%).
    • Atroxus
      • Poison Splash periodic damage reduced by 11%.
      • Toxic Aura periodic damage reduced by 20%.
    • Charonus
      • Condensed Mass periodic damage reduced by 20%.
2 Likes

Those coiled altar nerfs feel like they’re missing several parts.

4 Likes

No, it makes total sense for the penultimate boss to be the hardest one. Ula’tek is basically an epilogue if you think about it.

You are still missing some bosses like Sszorak, the timing on popping has to be the lamest mechanic. Pop 0.5 second early or late and your raid is cooked

Booh!

Just stop making things even easier, it’s okay if there’s challenges in the game. This season is already ridiculously easy.

1 Like

Yeah, they are missing the homing device axegrinders and gloombombs

1 Like

blow up boss hp too

The data says otherwise

1 Like

They’re basically neutering p1 so people can wipe more in p2. My guess is that they really want people to do that phase the same but it’s like the most unfun game design since SLG. Eliminating a couple of number issue but still keeping the fight around the same.

I just wish we despawned at least stuff between phases so people didnt feel like holding dps.

1 Like

still think RLP should get 2+ minutes, no key should be sub 30m for their timer

Also, forgot to point that mythic sszorak should get tuning because the timing on popping serpents fury is very awful. You have to pop serpents fury at the exact timing after each wind phase otherwise your raid is dead.

Sszorak have like 94 rages during 5th tank combo hit and 4-5 seconds before the bomb mechanic so you have to pop on that exact timing and can’t pop 0.5 seconds early or late

Please change coiled altar so that active effects (venom orbs, ghosts, adds) just despawn when the boss in that phase hits 0 instead of lingering/exploding. Having to hold dps at any point on a boss is miserable design.

Thank you blizzard. Great tuning for some really tough pain points.

Another couple areas that need adjusting:

  1. The Volatile Totems don’t despawn when the miniboss is killed in Den of Nalorakk. (right before last boss)
  2. Sometimes the transition on the 3rd boss in Blinding Vale will result in 2 or 3 heavy damage mechanics being expressed back to back with no gap to heal/recover from them. The only current workaround is for people to use an addon to track when the intermission is coming, and slow down their damage until people are topped from one mechanic, then try to damage the boss and manually enter the intermission at the correct time. Obviously this is regularly happening with just random luck and timing, so the issue is only glaring on certain runs in high keys when these mechanics have no gap and just 1-shot your entire team. This seems to be encounter behavior outside what is intended for this boss fight or any other. There needs to be a global timer between boss abilities regardless of when the boss changes forms.

Thank you for your attention to the community. It is noticed and appreciated. -Rank 2 Holy priest US

Ah, yes, the game isn’t easy enough.