It seems Blizzard is done tuning dungeons which doesn’t make sense as a lot of them still need work. Here are my thoughts as a person getting into 20s now. I am sure I will get a lot of comments along the lines of “get gud” but as a person that mostly pugs this is what I see as pain points.
Algathar Academy
- Severing Slash on Battleaxes could stand to be nerfed considering you need stops for everything else on this trash.
- Astral Whirlwind should be cast less often so melee can actually do something.
- Ravager health nerf, these things just wont die.
- Tree Boss
- Only pain point is still gathering adds as a tank and surviving poison + barkbreaker. If you don’t have a dispel this seems hard to impossible. Just needs a small damage adjustment.
- Crawth
- Health nerf. This fight takes too long. Maybe adjust screech damage so you need to phase the boss more quickly to compensate.
- Wind phase is obnoxious. Remove the hard-to-see whirlwinds or turn off the wind push.
- Vexamus
- Mana Bomb damage needs a nerf. There is a reason groups were LOSing it.
- Maybe some kind of cooldown between bombs and fissure so they don’t overlap without coordinating a particular # of orbs reaching him.
- Dragon Boss
- Breath needs like .5 seconds added to it as it is very hard to dodge right now.
- Immunity to orbs while being pulled in. It feels random and terrible when you get hit during the suck.
Azure Vaults
- Breakers need a damage nerf, Slam + Roar is a lot on Fort week.
- Ice cutter need to be avoidable like HoV or get a fat nerf.
- Second boss
- adds need to spawn slower so melee can actually do something.
- Fixed number of immune phases, probably based on health percentage
- Fourth Boss
- Crystal health nerf, very tough for melee groups to down them all
- Alternatively cluster crystals more so tank doesn’t need to be up on a wall
Court of Stars
- Just get rid of the RP. I wouldn’t mind losing the detection game either.
- Mana Saber leaps are another one of those random terrible one-shots that seem to be in a lot of these dungeons.
Halls of Valor
- Can we just remove the Sentinels? Terrible trash but this season has almost no other skips so people aren’t buying invis pots. It’s not like this dungeon needs more trash or to be longer.
- Odyn’s Runic Brand still needs more nerfs. I would prefer it if it was just a timer and if you didn’t hit your rune you died.
- The dungeon as a whole has too many backsteppable frontals. This is no fun to tank properly.
Nokhud Offensive
- In general this dungeon sucks on Fort. Just way too much random damage. I have been two shot here multiple times within literally 0.4 seconds.
- Ohunas in Granyth area do far too much focused damage on fort week. The cleave on the big guys is annoying for trash that requires so much movement and should probably just go away. Finally swift stab is ridiculous damage on fort and double swift stab might as well be gg.
- Tempest trash casts are pretty ridiculous too on fort, including the thunder rhino.
- Twins boss
- Gale arrow initial hit needs to do less damage. I realize it is the main healing check in the fight, but it sucks if you are a class without two defensives.
- Melee uptime on this fight is atrocious. Maybe desync Leap and fear.
- Last Boss
- Stormbolt on adds is ridiculous and needs a hefty nerf.
- Intermission phase push + swirlies is obnoxious especially as a healer because you actually need to heal some legitimate damage ticking damage as well as stormbolts that get through.
- Swirlies in last phase can also go or need to be far less common.
Ruby Life Pools
- Drakebreaker mini boss is terrifying and way too long on fort week.
- Dragon patrols are awful to predict and super pug unfriendly.
- Last mini-boss is also frightening. Mostly the shield needs a nerf, it scales really badly on fort.
- Kokia
- Ground damage needs more nerfs, it shouldn’t tick for ⅓ of your health if you get separated from your group by accident.
- Third Boss
- Flame spit should be nerfed the same as the dot and I think it would be in a good spot.
- Killing the dragon in the first phase seems like an obtuse strategy that penalizes melee if everyone is not between the statues, but I realize this is unlikely to change.
- Aggro drops again between phases. Can we stop having this be a thing?
Shadowmoon Burial Grounds
- What is with the random tankbusters like Void Slash on trash?
- The Sophie’s choice of kicking dominators vs the tank getting absolutely slammed is not that interesting. Maybe we are doing this wrong.
- Second boss
- Killing your own add is trivial or impossible based on your class. A lot of demo warlocks struggle with this but the tank and healer ones just fall over.
- Nerf Bonemaw HP please.
Temple of Jade Serpent
- Panda dot needs a nerf. This trash is just dumb and you see why it is not played at high keys.
- Last trash pack before Sha still needs at least one add dropped or a Dark Claw nerf.
- Third Boss
- Waves need to be visible earlier. This is very frustrating as a tank or melee especially in the green phase where there are green waves on green streaks.
- Maybe the second phase tank buster needs a small nerf?
- The aggro drop into the third phase is annoying.