The 2nd and last bosses are fine, but the 1st and 3rd bosses are so overtuned it’s not even fun. They both need 10% health reductions and 5% health nerf to the adds, as well as damage nerfs. The trash for the most part has too much health on a Tyrannical week, damage wise most are fine except the ones that pelt random players doing 30-40% of our health when we have over 500k on a Tyrannical week is not okay. The Scorpions do too much tank damage. Please do something about the 1st and 3rd bosses as well as the trash feeling like it’s Fortified all the time.
it’s only fun when it’s easy?
One shots are never fun.
they’re not supposed to be.
dodging them is fun though.
Thanks now I know you are not into high keys
NL is less overtuned and more just boring and tedious. Avalanche is a very easy / methodical dodge it just kinda needs a weakaura which is its own problem.
Pelters don’t leap if nobody targets them which makes it easier to keep them stacked / aoe them down but it also means you need mouse over / focus macros for your spells.
Besides that the trash has no mechanics, it’s just group damage…
They do hurt, but I feel like more times than not those packs end up killing DPS.
don’t they cleave? I seen that too many times especially the two before last boss
The first boss really just needs him to delay the smash cast for a second or 2 longer after the last ad comes out so the group actually has time to position. I absolutely hate that fight as melee. You literally cant move for half of it else the ground kills you. But the inability to preposition also means if a shard dies near you you cant get away from the toxic puddle.
Its Lower Khara levels of annoying.
a comp with a lot of poison dispels completely trivialized 3rd boss
Its really not though, even the scorpions are kinda whatever.
nah, 5mans isn’t my thing. i like massively-multiplayer content not co-ops.
Pelters could use a little dmg nerf, like 15-20%.
First boss should just not spawn a fourth add, or rework the stop DPS add spawn mechanic to be more clear. It’s too rough for ramp DPS.
Naraxus just needs the poison dmg toned down OR trivialize the hurl rock damage. Id probably prefer poison nerf just because it makes it less of a pass/fail if you just have a bunch of dispels to trivialize the boss. And less requirement to be dispel heavy as the key scales.
The rock spike dmg from rock throwing while trying to heal through the insane poison aoe randomly killing people with 2 rock throws in a row is stupid and goes completely against the healer changes, you have to somehow keep everyone including yourself above 60% to be safe from being deleted from rocks while the insane aoe dmg is going out.
It’s only fun when unavoidable dmg doesn’t one shot you.
I agree those bosses are insane
I’ve seen the smash come right as add comes out, pretty much death.
They really need to remove that part of the fight. The amount of adds that spawn, on top of not being able to move is just way too punishing for melee without invulnerability. Even than with the amount of adds you’ve got maybe a couple seconds to kill it.
Yup, can confirm this. Just an absolute RNG bricked key.
So why are you piping up about content you don’t have a clue about?
the chain was regarding one-shot mechanics, of which I encounter plenty in my much-more-advanced raiding content. As such, my credentials make me overqualified to discuss the topic.
great question. glad i could answer.
Dodging what? You can just randomly die on the third boss cuz you get crap thrown at you that hits you for like kind of a ton of damage considering everything else you’re taking damage from unless you have a bunch of disease dispels in the group.
The pelters are out of control and you can’t dodge them either.