Cinderbrew meadery needs another health nerf

At least to the mini bosses and level 81 mobs, given when I compare other mobs to similar key levels, the mobs in meadery simply are pure damage sponges with how long it takes to down them.

The other major issue with the dungeon is how much movement is required for the boss mechanics, and the trash itself. Which further compounds the issue of its all way too healthy and takes way too long to down, and leads to the timer being extremely tight and the dungeon itself a misery to run TBH. Due to the lapses in uptime you experience while dealing with the bosses, let alone the terribly designed trash mobs, including the yes men who are a mistake of a trash pack.

Please consider another tuning pass with this dungeon, overall its fine mechanically speaking, but the health of the mobs combined with the trash density of the dungeon just makes it a complete PITA to do. Along with makes it the hardest dungeon this season to do, simply because its still improperly tuned.

4 Likes

I agree with everything you’ve said here except this bit. You just focus down one at a time, and it goes really quickly. That pack is like the least frustrating/spongey part for my group. Slap a skull on one of them and burn them down with a single-target rotation individually. It moves things along much faster and you’ll get it down to the final Concur Sir with a great deal of satisfaction.

For us, the frustration has always been melting tanks in the first room, which…/fingers crossed, we’ve finally figured out how to overcome, and the tight timer.

The timer is still just too tight in my opinion, and it’s because the trash packs are SO spongey.

2 Likes

I agree it’s a good dungeon but does need tuning. The bee boss has too much health when players are constantly having to focus on ads and killing barrels. Or like if you remove all the barrels it should put debuff on the boss. Something. There needs to be less tornados with first boss or they need to move slower.

Hop Goblins need nerfed or there needs to be fewer of them.

:roll_eyes: All I want is clear arrows to see where those biaches are charging in the sea of nameplates, spell effects, ground effects, floating combat text, spell timers etc on my screen in a narrow hallway.

(Same in delves when you pull a huge pack and can’t SEE where charges are going).

1 Like

Hopgoblin HP needs like a 15% nerf. They’re my only gripe with the dungeon. Maybe reduce the number and damage of droplets too

what I dont get is why design dungeons with wide open tons of mobs when you know tanks going to pull whole thing and wipe groups?

3 Likes

Those Hobgoblin guys could definitely use a HP nerf, its such a slog to fight the 6(5?) Of them before Ale boss and they’re unskippable.

Something else I find incredibly annoying in this dungeon is that when you make it into Bee boss room, the 2 packs of small stingers spawn and it seems inconsistent and its super annoying because as a tank player, I really really want to make the pull when the patrol is going right on top of the stationary shooter guy so that both shooter guys can be cleaved but noooooooo the stupid mini bees take either 1 second to spawn or 5 seconds to spawn and grabbing aggro on them usually ****s this entire pull.

Does anyone understand how the smog clouds work on the first boss? I dont seem to understand where or why they spawn

1 Like

Cinderbrew seems fine. Highest key timed 18.

Others are 19 at most.

I mean when you look at the number of 18 runs in comparison to the other keys, there’s a big difference. Cinderbrew overall isn’t hard, it’s just too spongy and needs to be tuned down in that regard. I don’t ever feel like it’s a “oh my God, how am I going to heal this?!”, it’s more like a “wow these are taking a very long time to die even with the DPS pumping hard”.

But Cinderbrew isn’t even the longest dungeon the pool.

I don’t think it needs a nerf difficulty wise, but the hob goblins definitely feel like their HP is higher than what blizzard usually designs. I’ve gotten used to it by now but at first it really stuck out…and if you have someone not paying attention and it charges off to narnia then you lose up time and it lives even longer.

1 Like

The yes mens on death buff/heal has a range limit

Do with that information what you will

Pretty sure that was hot fixed, I know wowhead mentioned it but blizzard as per usual hot fixes things almost immediately after.

Personally, I hate the first room, as a healer it feels like no matter how much I pump out everything just hits like a convoy of trucks. Every tank just face pulls way too much, adds get pulled, and everyone except the luster thinks we should lust. After the first pull everything goes smoothly, usually.

I’m sorry but all these dungeons with deadly trash mobs in large numbers plus zoomer gogogo tanks and other randoms is not fun. No wonder Mplus is toxic had a tank rush ahead and die while the rest of us got trained by mobs, of course he left in shame probably.