i’m genuinely curious as to what complete and utter imbecile let the Celestial Dungeon specific mechanics go live. they’re horrendous in terms of technicality. there’s no internal cooldown on them so they can spawn back to back within seconds of one another, and the fact that they were tested “thoroughly” throughout the course of beta AND ptr and still do not despawn once the boss dies is atrocious.
whatever total NPC of a dev let those go live needs to be fired and have all of his shoelaces removed and hidden, if they are competent enough to even wear anything else besides velcro shoes.
Sure, but when Whitemane stuns everyone in SM and the mantid guy does his lawnmower spin, you’re just hoping the healer had hots rolling on everyone, because there is nothing you can do about it. I had a group wipe because of that. No one did anything wrong, it was just bad RNG on Blizzard’s end.
The meachincs aren’t challenging. You just have to avoid the wind bombs mostly. They’re fun once you get the hang of them and with the buffs included, the dungeons are a breeze.
Unfortunately you’ll to come to terms with the fact that the game has challenge in it and if you don’t like that I suggest you play another game or stick to heroic dungeons.
I mean, it’s a game. I haven’t actually heard anyone complain about difficulty (other than wanting it to be harder), if you’re not enjoying yourself and are hitting walls, then maybe take a break, or develop your WoW game playing skills…
this is the average braindead take i’d expect from someone who only comments using a low level alt to hide their identity, but if you read the whole post and actually knew what i was talking about, instead of picking out very specific things i said, and actually used those two neat things called eyes, you’d be able to form a competent opinion on what i posted about.
Getting one mechanic at a time during a boss is manageable. 2 even isnt bad. On some bosses though like the first boss of gate of the setting sun, you are in this boss arena the size of shoe box, and you have all the stuff the boss does normally and then you get blade tempest sucking you in at the same time as wind bombs and its just wtf.
I even just had a run where on lilian voss we had blade tempest amber scalpel AND wind bombs at the same time as her 3rd phase where she is fixating and putting fire everywhere and the boss room is so small.
Probably the same breast milk pirate (blizzard employee) that made the twilight dungeon mechanics in wrath of the cataclysm, the spider mechanics or the viking ice and fire mechanic that wouldn’t work properly half the time in the titan rune dungeons back in wrath of the arthas.
I’d say the Mister Pandaria mechanics are very very tame compared to those
Yeah this one is very annoying. The Celestial mechanics themselves are more annoying than anything IMO, and RNG determining whether they are annoying or something lethal you can’t do anything about isn’t great imo.
There are some nasty combos. Some other honourable mentions I’ve encountered:
air bombs on Jandice when she’s in clone spinny mode with giant sparkly shadow pools covering them up
air bombs blocking the entire path on Commander Ri’mok so you basically have a lose-lose decision where you take a ton of dmg no matter what
the Wind Lord guy unavoidable AOE in scholo when the healer is banished
I’m not against there being stuff to change up how we have to approach encounters, but some of the interactions here just fall waaay too far on the side of bad RNG and annoyance that the spicing up isn’t fun.
Wind bombs and Blade tempest on the first boss of jade serpent temple is absolutly wretched too. Blade tempest, not to be confused with Rain of Blades is the one where Blade lord Ta’Yak spins and pulls everyone in and if you do get pulled in it does a colossal amount of ticking damage every .5 seconds. That will still mess you up real quick on celestials if you dont move from it. Rain of Blades is the one that just does unavoidable group damage.
Amber scalpel is the yellow beam you have to drag around and it spawns the living amber mobs that you drag to the tank and cleave down, they really hurt if you agro more than one and arent the tank.
on most fights you are correct they arent that bad. for some though… I wouldnt call it difficult. Its not like the same kind of difficulty you would get in heroic raids where the mechanics are just hard to deal with. No, id just say they are straight up cheap on some fights.