In this particular case, no, this was just a health nerf. By and large, the biggest issue for Kruul wasn’t the ability to deal with the mechanics (though at least one has seen changes) it was the DPS break point of doing it before hitting the enrage equivalent. Some people were running a DPS trinket or two, and still falling short with wipes in the 0-5% range. They weren’t dying to mechanics, the specific gear check, if not just a matter of lucky crits, was just unreasonably tight.
A nearly 8% health nerf eases that significantly. I don’t know how long the Kruul encounter tends to run off the top of my head, but an 8% health nerf to say a six minute encounter takes off nearly 30 seconds. That’s a big difference.
These changes are rolling out intermittently, we may yet see more.
How is using gear available in the game to everyone an exploit? Whether its gear from now, from then or from years previously, its still using stuff you can earn or make ingame.
Blizzard: “We heard you. We agree the mage tower is too hard for certain specs, such as Guardian Druid. We will address it.”
Also Blizzard: nerfs trinkets that helped make it easier
Also Blizzard: nerfs enchants that helped make it easier
Also Blizzard: makes it harder to reposition adds
I’m not, I’m geared around 207 last I looked, but I’ve been having a hell of a time with things even being remotely consistent. I’ve had Infernals chain cast stop, sometimes it only hits the area they jagged up, some times it’s a lazer through the entire map, sometimes eyes will still punt while I’m looking right at them because they are too high up in the air, sometimes they’ll spawn behind the pillars behind the inquis too and I won’t have los but they can still channel on me