Mechanic bloat seems to be the M+ core design philosophy these days.
Not sure there are many bosses more anti-melee they that one. Its also one of those wonderful bosses where less people makes it far easier which is dumb.
I wish too but they kind of do the opposite unfortunately. This season they nerfed poison clense from 45s to 2min because it handled this seasons made up dispel affix to well.
Priests were neutered an expansion or two ago with the same treatment because their Mass Dispell handled Bursting to well. Sadly the changes are never reverted back after the seasonal affixes dissapear forever.
I feel that’s not on the same level as wanting a single dispel to be better as it became as close as mass dispel so it had to be tuned with that in mind and the problem was that this was class specific.
I guess these are good changes. I do wish blizzard would just -for once- take care of all of these things at the /start/ of the season before it’s pissed off enough people. (Props to them trying to do something the ring… but my judgement remains to be seen on that )
I don’t think the last fight is badly tuned but it’s definitely more annoying as melee. Every mechanic in that fight has potential to force players away.
As ranged I find the mechanics are barely an inconvenience.
I have a mistweaver alt and most of my friends when we manage to form a 5m play melee. Theres times where its Guardian, War, Pali, DH, mistweaver. Makes for a very interesting fight, especialy when the DH decides to Fel Rush not realizing poison is coming out.
On the other hand, when people do it correctly, it’s a half step from being soloable by DPS because the vast majority of damage on the fight is avoidable. Poison is the only thing that’s going to really hurt you if you play correctly, and even then many classes can defensive through it multiple times in a row, assuming they can’t outright cleanse poisons to begin with.
Yall may want to consider capping periodic damage at a certain key level. Similar to capping damage on the spiteful affix.
3 months too late. Still zero buffs to Brew Master. Completely ignored all season.
Yeah last night in a +4 we got to final boss with like 16 mins left, still failed timer and it took like 3 wipes. In the kill 2 dps were dead and it was myself, the tank and 1 dps who finally downed it. TOO MANY MECHANICS
The pull in is too fast/too hard if you don’t get a puddle immediately you’re just dead. AND the black bloods kept chasing me around and just with that fight it feels like it goes so much worse if you have melee DPS and we had 2 melee(they were the 2 who died).
The fight is awful design and when a key can be going smooth then fail cause of 1 boss it just feels bad
This is actually hilariously true. I have timed multiple Ara’s where in the lost boss we had 1-2 people dead and it actually made it considerably easier.
That’s kinda what I just said above. Finally downed it with 2 dps just on the floor. 1 heal + 1 tank + 1 dps and it’s easier, why?
Less chance of a dangerous overlap especially if you’re melee, less chance of being unable to heal someone who is too far off or had bad timing and simply put a good group will usually have 4-8 mins left on the timer when boss is pulled. Which is more than enough to kill it with 3 people or even less.
It’s kind of anti climatic and sad in a way.
Because you weren’t healing two dps who didn’t know the fight.
I don’t find last boss all that bad as DH, 1st boss in city of echoes is way worse
Still not enough to motivate me to tank keys again. I’ll just keep playing Classic until you wake up Blizzard.
Indirect brewmaster buffs I guess?
As a tank, you can pop a strong cooldown on the first one and eat it so that your heals and DPS have puddles.
Also certain classes should never take puddles: Death Knight, Monk, Mage since they can either teleport or nullify pull in.
How bout you scrap all that and just buff tank mitigation and healer healing so it’s fun again?
Then you can get rid of the caster changes so people don’t feel like when they press their utility button, they can get the group killed.
It is really fun (sarcasm) having the unique control and utility contributions you bring to your group actually help the dungeon kill you better by synchronizing all the trash mob attacks. Or when I bop some in my group getting blasted because there is no not enough targets for the enemies to hit so they dubble up and delete me or another player.
Also your crest change will do nothing. Low level people can’t into groups because of the difficulty and that you have made it the most time effective to spam low keys where the lower item level people should be learning.
If you wana do something to get them out of their make +9 keys give mythic track vault, then people would shift over for time efficiency and crest farming.
You guys can tweak number until the cows come home but you still have Healers feeling like they only have enough healing to heal what is expected and not when crap hits the fan. You have tanks feeling like if they arn’t a prot pally they might as well take their ball and go home.
You have “Fun” problem way more than a “numbers” problem.
This is “A turtle has made it to the water!” for patching speed.