any particular reason the mechs HAVE to hit the tank so hard repeatedly snaring him and then cast a bunch of tear gas, effectively stopping dps repeatedly on an already stupidly-high HP’d mob?
any particular reason we needed THAT many bucket-tons of firey circles that cover the entire map and one-shot everyone from various golins in packs on the way to the Azerite guy?
Any particular reason why the rogue mobs SPAM fan of knives and its no longer an interruptible cast like it was in BFA?
Any particular reason why you added fire tornados to the alchemists when they already had tons of health and coudlnt be stunned or cc’d in any way?
Any particular reason why you added SOOOOO much trash in the last part up to the last boss that can’t be skipped when you have to kill so much just to GET to that point? (never been able to find a path where i’m not over by a significant amount)
The amount of over the top garbage mechanics you put on the trash in here means that I will be avoiding this place on fort weeks until i out-gear it. It’s fine if you want to have places where ranged can shine but when 80% of the playerbase in LFG is a melee, these kinds of dumb moves wont force the change you want and just result in frustration for pug groups.
The dungeon was fine as it is, there was literally zero reason to change it so much other than to be annoying.