Atal'Dazar changes

The final boss is already a wall for a significant number of groups and now 10x worse. I don’t enjoy spending 25 mins doing fine until getting to the final boss and realizing that even if I wiped for 10 minutes with my group it would be impossible to kill it.

What is even the point of changing this boss since it was already designed for M+? The spiders were the mechanic, it was intense and satisfying to outmaneuver them to kill the boss. It’s now just going to be about whether you can survive getting blasted by what was previously an interruptable one-shot mechanic.

6 Likes

what??

that boss is incredibly free

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It was always a pain boss for tyranical when the spiders hit the one shot range. I don’t mind buffs, but making the pass fail mechanic auto fail doesn’t seem like a sensible buff in any sense of the word unless the change was misleading. I read it as can no longer be interupted, can no longer be dispelled also lmao same damage.

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If your group has the necessary spacial awareness to consistently avoid the insta-kill spiders chasing you it’s free, i guess…

But yeah, making the very painful interruptable thing non-interruptable is…a move…

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The only consolation we can take in this trying time is that we won’t likely have to worry about Yazma as pugs wipe and disband to the totems all week

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I’m just planning to hit atal on a 11 and get ksm from other keys unless the change was misleading and removing the curse just means the dot doesn’t exist.

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I played in BfA and when boss fights actually start reaching higher times it becomes a bit more difficult. Atal’Dazar was always easier on fortified weeks but most of the bosses become really annoying on Tyran.

It’s probably irrelevant now since the boss will just become a DPS check.

Is a possibility, but seems unlikely.

Maybe we’re all just misinterpreting it but I think they just removed the ability to interrupt and decurse the ability lol. Like the spell is meant to oneshot someone if you miss the kick and the damage it does reflects that.

yeah, I already timed a 20, not touching this dungeon again on higher keys unless the dot is gone. I’ll do a low one for KSM.

Truth. Haha.

The change to this boss was straight up stupid. Boneheaded dev decision

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Run was smooth until we get to the last boss and she’s one-shotting people with ghost spiders that spawn with zero warning on people who have no time to react. And now, I can’t interrupt Wracking Pain because apparently that makes me too godlike? Oh, I’m constantly having to kite her all the way around hell and back WHILE dealing with Entangled that loves to pop up the second I finally get actually get her still so my dps can get some rotations off.
Literally no one asked for these changes-did the person who designed Atal Dazar get upset because it was the “free” on this season or were you more worried about upsetting the person who re-tuned (terribly) Throne of the Tides ? Here’s a tip; a developer who designs a dungeon that looks pretty and has some bosses in it has succeeded; their ego doesn’t need to be considered when it comes to tuning. THat should be our job since we beta-test the game for you in PTR and only 2% of our feedback gets implemented.

You let us have SBG the first season
You let us have FreeHold last season

wtf is wrong with having ONE of the keys per season be easier when there is always a fair amount of difficulty on all the others?

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The cast / dot doesn’t do that much damage tbh.

The spiders are the main reason people die on that boss.

Avoiding the spiders is the most important part. All it requires is moving your character.

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Not really. With the change you can interrupt it anymore and it does alot of dmg to whoever gets it and leave a nasty dot as well

Which is probably a good game health change, as you basically didn’t need a healer on that boss before the change.

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It’s pretty crappy tbh. Coupled with the soul rend, it can easily overpower a non-mobile healer.

This boss lasts forever, too, and it’s just tedious.

In a way it makes the fight easier to tank since the tank doesn’t always have to be in interrupt range making large movement easier which can seriously help with the spiders if done well. Not a fan of making the fight worse for healers though since the damage pulse during the adds is already nasty enough combined with the omnipresent threat of being oneshot by a random spider when your attention is on healing.

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At lvl 22 the damage from the dot is cresting 1M while the fractured soul cast is pushing over 600k to 4 people during a high movement phase. Spiders are a pain but predictable…the uninterruptible dot along with the scaling on the other casts and the movement is going to pigeon hole comps and that is specifically NOT what Blizzard said they were out to do. Tuning is pretty good on Fortified but Tyrannical…good luck

The changes just aren’t fun

It turned an otherwise fun dungeon into a slog

1 Like