Feedback: Mythic Fractillus

Testing for Mythic Fractillus begins today at 13:00 PDT (16:00 EDT, 22:00 CEST).

Please use this thread for feedback and bug reports regarding this encounter or related issues. Noting the nature of your group (Mythic guild premade, PUG, etc.) is helpful, as are any logs. Thank you to everyone who has come out to help test!

Please, we really need a response to this, there are no less than 6 threads on PvPers simply wanting a visual update to the Astral Gladiator’s Fel Bat. SpeedyRogue, you are not the dev that is responsible for this, I understand, but please pass this communication to someone internally who is.

It should not be this hard to get a heavily disliked mount look adjusted. You guys have done this in Shadowlands Season 4 with the KSM mount at the time, and very quickly at that.

Don’t you want us to stop being annoying with these threads? They would all go away and you’d appease thousands of players by simply updating the mount. Nothing more.

Why do you people feel the need to get ignored in a raid testing thread? If you’re going to get ignored, at least get ignored in the right thread instead of making it more annoying for the people actually testing this content to give good feedback.

If the tank dies during Shockwave Slam, the 3 walls do not spawn, which encourages strategy that sacrifices tanks (and bres them) to reduce the number of walls. You generally don’t like this kind of bres strategy to be used.

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There’s some ominous red circle that targets random players and it instantly kills anyone it touches. It’s called Infusion Overload and nobody can figure out what it is or where it comes from because it’s not in the Dungeon Journal.

Okay, so we just killed it with literally zero deaths and I have a LOT of concerns here.

  • This boss is completely solved by a WeakAura and I don’t see a world where this issue can be fixed without the boss being absolutely wild for most guilds.
  • Making the walls/breaks a Private Aura makes this problem even worse since this boss can still be completely solved by a WA so long as there’s a macro to go along with it, and that problem genuinely can’t be fixed. All it does is make the fight even more reliant on WA to solve.
  • If the boss is just absurdly hard tuning-wise this wouldn’t be a big deal but at that point the entire point of the fight isn’t even relevant and it just becomes a heavily-scripted training dummy with some occasional movement.
  • Tanks dying during Shockwave Slam (how the hell do you do that though?) don’t spawn walls so you can effectively extend the enrage by a LOOOONG time by doing this repeatedly.

This boss needs a massive overhaul and I don’t know what the solution is to it. If it stays as is, the Liquid WA completely trivializes the fight beyond rare human error and not having the WA makes this boss completely bonkers. If it becomes a Private Aura (which is cringe) the exact same issue happens except it’s even harder for guilds that choose not to use a WA to solve it.

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This fight is solved with a Weak Aura. Based on brief analysis there isn’t logic behind who is picked for Shockwaves (healers, ranged, melee, etc) aside from not being able to get it back to back.

If you really want to remove combat addons you need to do a better job around designing fights that can be solved efficiency without Weak Auras. I would argue when there is any more than 3 people (wall clears can have 7) being targeted by the same mechanic, the game needs to offer a solution around differentiating players so they can go to pre-determined locations. Even with more time, this affordance factor you keep discussing in your raid design posts, the complexity of having communication between many players is too much.

As I mentioned in the Heroic thread, and what has been echoed by players in this thread, this fight is just a math equation which means creativity is simply an illusion.

Fight just needs a Halondrus or Mug’zee level rework. This doesn’t work as the Sludgefist spot.

You don’t even need to use a WA as one person can just micro people around. It’s relatively simply logic wise. Distribute walls evenly, tanks build up one lane to become the new safe-spot, play there for the rest of the fight doing big breaks when needed and repeat. You can weave in some breaks on the safe spot if you really want to extend the fight but it’s currently not needed. Even if it was, the actual gameplay of that isn’t particularly interesting.

Also yeah, what the hell is the danger man circle? That would shake things up somewhat I guess, but not sure what was going on with that. Seemed to come from the Mythic walls I think but the way the fight works you never really need to break those.

The vfx of the 10-yard purple circle is hardly discernable. There’s no obvious visual difference between spawning or breaking the wall, you just get a red arrow for both mechanics. It’s unnatural to constantly rotate camera to see most key mechanics behind our character.

But they don’t matter.

Hopefully this is the last carnival of addons solving literally everything in a 6th boss encounter.

Hopefully.