We need to be scaled to a much higher ilvl than what we’re currently scaled to, at least for anything past a 7. I can barely give meaningful feedback about deaths adding so much more to the timer because I’m dying to literally everything that looks at me, and I’d certainly never be able to give meaningful feedback about +12 keys where Tyrannical+Fortified and Xal’atath’s Guile are all active at once, because I know with absolute certainty that I’d get one-tapped by anything as it currently stands.
I’m getting one-tapped by Blightbone’s Heaving Retch in an 8 right now with current HP values and I’m genuinely threatened by the Zolramus Siphoner on Nalthor the Rimebinder as any cloth class right now, which is genuinely unheard of. I’ve done this place on a 24/25 during SL seasons 2/3 which isn’t even close to as high as the highest Necrotic Wake keys that have been done during that expansion and I’ve never been afraid of the Zolramus Siphoner adds, be it on a Priest or on a Hunter. At the moment I genuinely cannot tell if the dungeons are overtuned or if it’s a product of us being literally LFR ilvl doing what used to be the equivalent of a +18 (or higher) key.
On the topic of Necrotic Wake, the angels that take you up to Zolramus (after the 2nd boss) have a high chance of getting stuck in the air and never coming down. This full pug group I was in bricked an 8 NW because we had all five angels get stuck in the air so nobody could go back up to wipe to Nalthor a seventh time.
EDIT: 7 Grim Batol, also a pug group. Went reasonably smoothly until Erudax took us a very large number of attempts. More on this crapshoot of a boss in a bit.
Timer seemed mostly forgiving up to a point, but every boss except Throngus was miserable and there are way, way, way too many casters throughout the dungeon, to the point where I felt like a liability on my SPriest despite the spec’s good damage. Ascendant took up the lion’s share of our required stops and that affix had some incredibly cursed overlaps at times (especially on Throngus, ironically) to the point where I’d have preferred to do this on a 12 and not a 7 because of how many stops this affix requires.
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General Umbriss: Shadow Breath has a fine visual to some extent, but I think it needs another 1-2 seconds added to its cast time since if you’re caught in a bad spot you genuinely cannot fix that mistake on many classes. Wasn’t too awful otherwise, though, but getting Ascendant stops while running from breaths wasn’t very fun. Our tank was getting absolutely annihilated on this fight.
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Throngus was a very straightforward boss on his own. There’s a decent bit of damage going out whenever he casts Forge Weapon but nothing unmanageable. My only issue with this boss isn’t even a thing past a +12; in our run, we had Xal’atath’s Bargain: Ascendant activate while our tank was kiting the boss during Molten Mace, a large number of the orbs spawned inside pools of lava so I couldn’t get them with Psychic Scream, and enough of them went off because we couldn’t stop them that Throngus proceeded to get quite a few stacks, Usain Bolt his way over to our tank, and melee them for 44 million with 14 million more of it being eaten up by Will of the Necropolis. Like, our horrific ilvl scaling notwithstanding, this boss would’ve unironically felt more fair on a 12 than he felt on a 7 because of this dumb and bad overlap. This boss, however, is cool and fine.
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Drahga Shadowburner+Valiona was an absolutely miserable boss. Between the Twilight Buffet hitting very hard and these adds spawning a tad too frequently (and double adds spawning far too spread out once Drahga mounted Valiona) this wasn’t a very fun boss to play as a ranged. Moreover, having a Death Knight on this boss is extremely cursed since Abomination Limb will actively get your party killed by gripping adds into melee. I believe we had one of these adds fixate the tank during Abomination Limb which resulted in the four non-tank players getting nuked from orbit and our tank having to solo the last 11% of Valiona’s HP.
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Erudax was a horrible, horrible boss fight as well, and it didn’t need to be that way. The Void Tendrils have a really nasty tendency to get obscured by the boss, who is enormous, which makes trying to navigate around them/through the boss to get to the safe area of the Shadow Gale very frustrating. Crush was doing far too much damage relative to our tank’s HP (it was hitting the Blood DK for literally 95% of his HP every time) as well. But by far the worst thing about this fight was the fact that the Twilight Hatchlings would leave a debuff on players for a decent amount of time that would increase the shadow damage they’d take from Erudax’s already pretty spicy mechanics. There’s a very weird, very specific window where killing them is relatively low impact, but if you kill them too quickly or too slowly the end result is that everyone’s getting obliterated by one of Void Surge if it’s too early or Abyssal Corruption if it’s too late. Abyssal Corruption in particular was disgustingly painful, even without the damage taken multiplier. If these adds didn’t apply a debuff when they die this boss would be a lot more tolerable; as it stands, there are comps that would just passively kill them too quickly and cause major issues.