This feedback is based on my experience with normal mode difficulty, approaching each encounter blind. Overall, I thoroughly enjoyed the raidâs atmosphere. The visual indicators on the bosses were excellent, and each encounter provided a fun and engaging experience. It took me about 2 hours to clear normal mode up to the last boss which we obviously couldnât test. I was really impressed by the quality of each raid encounter and faced almost no game breaking bugs.
Ulthrax:
Ulthrax was my least favorite encounter in the dungeon. The webs creating area denial and using digestive acid to clear them were interesting mechanics. However, the intermission phase with the extra action button was tedious and annoying. It seemed unfair for smaller groups because feeding the boss bugs to gain energy took longer when they spawned on the opposite side of the room. Increasing the energy gained per bug for smaller groups could help. Also, making the boss move faster during the intermission phase would add some challenge. The visuals were good, showing clearly where the boss was facing and safe spots. Overall, the fight felt balanced in terms of raid damage and boss health, but a bit more raid damage could make it more engaging on normal mode.
Bloodbound Horror:
I enjoyed the Bloodbound Horror fight on normal mode, but it felt a bit simple due to few mechanics. The raid damage and boss health were balanced well. However, the tentacle mechanic was too slow and easy to dodge. It should move faster to add more challenge, even on normal mode⌠Upstairs, avoiding tentacles was easy, but downstairs was more interesting. It would be helpful to better visually explain what each type of add does; smaller ones can be stopped/ccd, but larger ones werenât clear until reading the dungeon journal. Adding more blood horrors closer together could make AoE more fun. Overall, while the fight was repetitive on normal mode, speeding up tentacles and adjusting downstairs adds would make it more engaging.
Sikran:
Sikran was straightforward and easy to understand even on normal mode. The damage output could be increased significantly, as it felt too lowâwe 12-manned it without much challenge. Adding more varied patterns for the puddles in Rain of Arrows could make dodging more engaging. For Phase Blades, spawning more shades per player and changing the Decimate mechanic to be a chain between the affected players instead of a straight shot could add complexity and coordination to the encounter. Overall, itâs a good fight, but ramping up the damage would make it more exciting.
Rashaânan:
I enjoyed the randomness of the bossâs movement in this fight; it added freshness to each attempt. Like Sikran, the raid damage felt a bit low for normal mode, but the bossâs health was appropriate. I encountered a bug where dropping webs against the back of the roomâs web wall caused me to fall through the floor and instantly die, which needs fixing. Thereâs a delay after the rolling acid animation disappears which tricked me into thinking I could move out to avoid the stun, but even though the animation disappears at the end for a split second, it actually follows you and you canât avoid the stun. Allowing a brief window to react after the animation ends to avoid the stun would be nice. I was watching the vod back and had a cool thoughtâŚmaybe on higher difficulties, having the individual green puddles grow and shrink randomly throughout the fight could create a tighter, more dynamic space for a more challenging encounter. I like the idea of the acid providing area denial; during the bossâs flying intermission, having existing acid puddles expand and contract could add challenge and make movement more interesting.
Nexus-Princess Kyâveza:
Nexus-Princess Kyâveza was my favorite fight in the raid. I loved everything about itâthe visuals, the clearly indicated mechanics, everything was exceptionally well done. It reminded me of Phase 3 Sylvanas and Phase 1 Fyrakk, but even better and cooler. I hope the difficulty scales appropriately in heroic and mythic modes to create a truly epic and challenging encounter. It feels like this boss has the potential to be a standout end-wing encounter.
Broodtwister Oviânax:
Broodtwister Oviânax was a standout fight, a huge improvement over Broodkeeper Diurna in Vault of the Incarnates. It was engaging and fun to figure out. We focused on breaking eggs from the inside out to avoid them being hit by the growing void zone, which worked well. However, once we cleared the eggs in one section, there wasnât a strong incentive to move to the next section. This may have been due to normal mode scaling, but it led to us holding the boss in one area while the void zone expanded, which felt a bit static. Introducing a mechanic where breaking eggs increases the bossâs energy, forcing strategic decisions on which eggs to break first, could add depth and challenge. Overall, this fight was EGGcellent offering a significant improvement over previous encounters.
The Silken Court:
As the penultimate fight of the raid, The Silken Court hit the mark for me. It was innovative and enjoyable to figure out. However, we encountered a bug where the boss would charge through our spread-out webs without breaking them, only to break another pair further down the line. This seemed like a glitch that needs to be investigated. Our DPS was low, causing the fight to extend beyond 10 minutes. We expected to see an enrage mechanic after this time, but it may not have been implemented in the beta. Despite these issues, the fight itself was excellent. The intermissions were engaging, and the web mechanics were well-executed, requiring coordination between partners. Iâm eagerly anticipating how this fight will scale from normal to heroic and mythic, hoping for tight tuning that provides a challenging experience akin to Tindral level difficulty.
Trash mobs:
The trash mobs between bosses in the raid felt excessive and tedious. Players have long expressed a desire for Blizzard to reduce the amount of trash in raids. While there were shortcuts and flight paths to navigate the dungeon, the RP flying to each platform after defeating Bloodbound Horror felt particularly tedious. If Blizzard intends for players to utilize these flight paths/taxi services, they should at least speed up the flight time.
In future raids, focusing on minimizing trash would enhance the overall experience. It really serves little purpose and does not contribute significantly to immersion or gameplay enjoyment. Streamlining this aspect would be widely welcomed by the player base.
Summary:
In conclusion, my experience with this normal mode raid was incredibly enjoyable. The developers have done an excellent job crafting engaging encounters with clear visual indicators, which greatly enhance the overall experience. Each boss fight presented unique challenges and mechanics that were both fun to learn and visually impressive. While there were some minor issues like low damage output and occasional bugs, these did not overshadow the raidâs quality.
Looking forward, I encourage the developers to continue refining raid mechanics and not shy away from increasing difficulty where appropriate. Players appreciate challenges that push coordination and skill. Additionally, enhancing visual indicators for mechanics, as seen in this raid, contributes significantly to clarity and player satisfaction. Overall, this raid has set a high standard, and I eagerly await future updates and expansions that build upon this foundation of excellence.