I know where you’re coming from… some of those mechanics are super tough, especially with certain affixes. I actually like this dungeon though. The first time I did it on Mythic, at the start of the expansion, I think we wiped like 10-15 times on that second boss and it was awesome!
I like mechanics that are challenging, and it feels super good when you overcome it. Now the only time I wipe is when someone makes a mistake, which is rare, but I’ll always remember that first time!
Keep in mind that a lot of the struggles you describe can be mitigated by good play.
For the second boss, make sure your group has a rough plan ahead of time as to where they’re going, and having someone call out that the orbs are coming is really helpful. If you’re ranged, and you move counter-clock-wise around the circle, you only have to move over when you see the first orb go by. It just removes something you have to worry about.
For the third boss, it helps to call out a quadrant of the arena to prefer to get orbs in. This is similar to calling a portal on the last boss of DoS. Just say, “I’ll prefer South orbs!” and then, when the orbs spawn, tend towards that area of the map. If everybody else picks a separate direction (North, East, West), then your odds of screwing each other over are diminished. This even works fine with melee heavy groups… just keep in mind that sometimes orbs don’t spawn in a quadrant, so people have to be ready to adjust. Worst case, one orb and a defensive CD will get you through, and you’ve gotta be pretty unlucky to get screwed twice in a row without a healer having something for you.
For the last boss, again, making sure you spread for the dash is important. Overlapping those bleeds can be really difficult. Communication here is critical, but if you execute correctly it’s actually pretty easy. If your comment about Quaking screwing you over is about having to stack in the shield, that shield actually mitigates quaking damage so you can just stand in it. We typically all stand around the outside of the shield anyway so there’s room for quaking, but we did a test to check and yea, the damage is reduced by the shield. Also, some classes have tricks. For example, a warlock (I know this is a forum alt, just using it as an example) can use both gateway and teleport to get out of a jam if you screw up the red beams and end up in the wrong place. As a Druid (Resto/Balance) I use Wild Charge a lot to either bounce myself away, or bring myself to another player in a better spot.
If I were to make a change, I think the only thing I would consider is maybe a bit of damage reduction on some of the trash packs. The overseers are a bit rough and some of those magic debuffs get a little out of control on groups who are light on interrupts. Still though, I think pretty much everything in SD is quite reasonable if you’ve got a plan, and I don’t think any nerfs are necessary here.
By contrast, a dungeon like DoS had a lot of things that weren’t as easy to mitigate, or make the fight really hard to keep track of. The Ardenweald boss, for example. On paper and isolated, his mechanics are fairly easy… but looking for your trap to jump in while avoiding the beams and also managing your lighting stacks is really, really tough to do. It’s a lot all at once, and if you don’t mitigate it correctly you can take 50% damage from the fall and another 50% damage from a lightning jump a the exact same time. The timings on that fight also made it so maybe you could mitigate one with defensives, but you were likely to get hit again on a second time. Blizzard nerfed this and while it’s still chaotic, it’s much more survivable now
Anyway, everybody has a different perspective on things and so please understand that I’m not calling you dumb, or terrible or anything. SD can definitely be a pretty rough dungeon sometimes! Please consider the things I wrote though and see if they might change your outlook on the dungeon, after you give them a try.
If not… well… at least we can hopefully agree that those Revendreth dungeons look badass!