Can we get a blue response on what exactly the purpose of these changes are? Let’s go through them one by one:
- Howling Winds duration increased to 10 minutes (was 2 minutes) on all difficulties.
This change completely ruins a strat which many guilds have been running for about 3 weeks now which is to spend 2 minutes rotating Iceblocks during the first intermission to avoid a very dangerous part of the fight. This strategy is no longer viable. This is not a nerf.
- Gathering Blizzard’s progress is now reset at the start of the second intermission on Mythic difficulty.
At the end of phase 2, the current strategy is to reset stacks with the 3rd barrel, then phase her to the 2nd intermission right after the blizzard. With standard DPS for Mythic guilds at this level, we often have to stop DPS on Jaina so that we get the blizzard right before the phase. This change makes it so if your DPS is high, you don’t have to stop DPS. This helps guilds that are doing P2 so cleanly they have to stop DPS to wait for the blizzard. Not a nerf.
- Ice Block health lowered by 25% on Mythic difficulty.
Ice blocks have 710k before the nerf, now around 500k. This will I guess help you get IB’d player sout faster but in P1 and P2 the damage checks are neglible. In P3, the danger of an Iceblock is not that the player is frozen, but that the shards that appear on the Iceblock do a ton of damage and will kill players hit by them. Currently, if you get Iceblocked players in P3 it is likely a wipe, not because the player is frozen but because people will die to the shards. Maybe is a nerf, but not really. As we all know, P3 Jaina is a DPS check. If Blizzard intends us to break Iceblocks in P3 to avoid the shattering lances (I believe they go away if you kill the Iceblock) we will probably run up against the DPS check. The current strategy is that because tanks get extra stacks from jaina’s tank nuke, they either purposely die to avoid the Iceblock and get rezzed. This is of course terrible design as 300 kills in, the strat is still to suicide tanks multiple times in P3. This change does not alter that strategy at all.
- Shattering Lance charge up time increased to 9 seconds (was 8 seconds) on Mythic difficulty.
These are the shards that appear when a player gets Iceblocked. I guess in P3 you have one more second to break them out before everyone dies to the shard. IDK what the point of this is. Not really a nerf.
- Jaina will now always teleport to a predictable location during the first intermission on Mythic difficulty.
No idea what this means. If Jaina spawns in the same spot every time all it means is a Hunter no longer has to call who goes where, but the phase is done the same way with the same difficulty involved. Not a nerf.
In essence we have a few minor quality of life changes and a complete removal of a strat many guilds that were close to a kill were using. Many guilds killed the boss using this strategy that is now removed.
Basically this is annoying as hell and I would appreciate an explanation on why Blizzard chose these particular changes, making the fight actually harder for many guilds, and not really much easier for others.