Lich boss in TOP seems to have been nerfed down to actual reasonable levels, so well done there. Overall, I feel the key is in a perfectly fine spot besides the forces required.
Motherlode: I think overall this key is fine as of now. The changes to the big mech mobs (Peacekeeprs I think) make it so you just hard avoid them as much as possible. I think thatâs pretty boring. However, there is a bigger problem with the forces required. I donât have enough passion for that aspect that I want to do big critique of it, but suffice to say that the current force requirement is not in a good state. Dangerous pulls are disincentivized because they do not grant enough forces relative to the easier pulls.
Azerokk is not a fun fight still, and incredibly melee unfriendly, but I doubt it gets changed at this stage as it is a functional encounter.
The 3rd area is much easier than it previously was, at least on a +10, so you can actually play more packs in here, which is nice. The Mastermindâs Brainstorm is incredibly annoying, however.
3rd boss changes I donât like, as it doubles down on the aspects of the encounter I found unenjoyable, but it works fine.
Just as before, you avoid literally as much trash in this final area as possible, and the mines are incredibly annoying. Were they made faster? They feel faster, but perhaps thatâs just memory and the very real threat they possess.
The 4th boss has very poor Gatling Gun timings for how little/inconsistently he moves. It is a bit of a memory game, but basically if your tank messes up the positioning someone is dead in a way that feels pretty cheap. I think having ONE of these sketch Gatling guns happen is fine, but not every single one past the first. The adds in the intermission not moving is really quite annoying. I donât remember them being so stubborn, but it was ages ago.
Overall, still better than any War Within key save Floodgate.
Operation Mechagon: Workshop: In generall, Iâm a fan of most of the changes. The first boss does seem to be incredibly annoying to play, mostly because of the bombs/foe flipper/saws making the rather open area feel extremely restrictive.
Iâm a big fan of the changes to the oozes, and the trash to the second boss in general besides the dogs. The Fiery Jaws is just way too overtuned and being able to get double leaped without any counterplay is pretty cheesy. You should be able to stun the cast and not have it recast, imo, or make it not so common to get double leaped, otherwise itâs just a very obvious way to slow down the pulls for no other reason than because you want us to be slower.
Second boss is fine, but there needs to be way better communication to the healer what they need to do what the debuff here. It feels very similar to E.D.N.A in Stonevault, where the tank is just completely out of control of their fate if the healer is clueless about managing it properly, but in a different way.
The improvement to the Capacitor Discharge on the miniboss is nice, but why does the Sonic Pulse, which is a straight up one-shot, not have any signaling beside the mob turning that direction? A visual for this would be appreciated as I have done several Workshops and have seen people eat dirt to Sonic Pulse every time without fail.
3rd boss still holds up. At first I felt it a bit unreasonable but after playing it a few times I think itâs fine, just need lust. I think it would be nice if the Flame Cannon only had one overlap with the plant every minute-ish instead of every time to be a bit more reasonable, but thatâs about it as the whole gimmick is to dodge stuff.
The final trash pack will still never be played. Idk why that is hard to understand. High damage DoTs into AoE is of course a staple at this point when the devs are out of ideas on how to make a pack hard, but letâs try something new, eh?
Final boss felt fine.