As a Rider of the Apocalypse DK, my horsemen periodically cast anti-magic shell on me and this completely prevents the wave visual from appearing. So we didn’t even know the mechanic was in play until a wave seemingly spawned instantly and carried half the group away. Very minor bug but frustrating when it happens. Beyond rogue cloak, dk and pally bubbles, I don’t know any other ways to immune a magic effect.
I would add that scaling in general this season is awful to.
The damage output of bosses and enemies is WAY above what it should be for what we are getting outta this.
Bump, great post
I just wanna say that this is not a minor bug at all. If this happens in a +10 or higher what your Horsemen did to you would’ve caused a wipe and likely a deplete.
The last Ara Kara boss, last Stonevault boss, 2nd and last city of threads bosses are just so profoundly anti-melee, I expect most higher key comps to not take melee for those keys because they are forced into such an immense amount of downtime that they become a liability on downing bosses.
Casters seem to find their counterpart in the Siege of Boralus bosses, although stacking melee there also seems like a bad idea because melee on the last boss with the ring debuffs is just asking for a very bad time. More than likely you’ll still take 2 casters 1 melee no matter how obnoxious the last boss is with the knockback spam for casters.
The chain pulls also happening during another mobs’ cast of the conal attack that’s also almost invisible because the conal is as brown as the floor is unbelievably stupid.
For Grim Batol, everything does way too much damage. Those enraging ogres completely truck the tank and DPS seem to be allergic to not breaking CC on them.
Everytime my brewmaster has paralyzed one of the ogres to not deal with them during a difficult pack pulls, some warrior or mage will break them out regardless, and since mob packs are so easy to aggro it’s very hard for the tank to kite the enraged ogres.
I agree 100%. On my experience the Dawnbreaker bugs are awful and made me lose my +8 key as we wiped in the first boss while flying. Cleared a +8 Grim Batol and felt like I was raiding a Ruby 25hc, way too unbalanced.
The Dawnbreaker is very buggy. I personally died 2x on the ship after the key. It is because of this bug I make sure I have done the trash 100% b4 the last boss fight. Also orbs can drop as she cast her shadow, so you come back, and she is buffed by all 10 orbs. Grim is way too hard. I cleared an 8 this week but couldn’t clear a 5 Grim. Very hard on healers and often they just leave. Mist, while I cleared an 8 I only timed a 7. the maze is the hardest part especially the last few packs. I shouldn’t have to burn all my def cooldowns on 1 pack of trash. Not just my cooldowns my heal pots myself heals etc and I still sometimes die. Druid tank 610
Great thread and post, covers a lot of points that have been on my mind.
Funny story about those crystals, there is no indication whatsoever in the Dungeon Journal that they stack an amp for their deathrattle effect. If they remove the amp to match what the DJ actually says, the damage would probably be manageable with that fix alone.
Either a bigger window before it begins, or start the damage lower and make it ramp up. It is a bit ridiculous how much damage and how quickly the remaining boss puts out when it’s the only one left, especially since one boss is occasionally out of melee range for a bit.
I finally got around to doing this for the first time since the revamp, and holy cow the purple on purple surrounded by shrinking purple… I don’t mind the challenge of “spread yourself into a small space,” but I 100% agree that it’s not exactly easy to see what’s going on. I couldn’t see tentacles under the boss, so I managed to avoid them by following the tank marker to safety, and when the “spread out” debuff came out during the second gale, we were near a wall and boy was that messy from a visuals standpoint.
Agree, these are quite awful.
Let’s be fair; they don’t add nothing- they add agonizingly aggravating deaths when people get knocked off the boards on their way to the next area and get stuck under debris or something.
Also on the topic of Viq’goth: I am perfectly fine with “two debuffs go out, dispel one asap and heal through the other until you can dispel it.” I’m fine with “time your dispel strategically, or when when the affected player is in position,” but I rather despise this combination of both, especially if your group involves more than two in melee position.
Addendum to this: Xal’atath’s Guile: Oblivion is a very annoying affix in some cases.
PSA: Do not do Siege of Boralus right now. The Oblivion orbs spawn underwater, cannot be collected, and give the boss and tentacle a 50% damage buff. This was reported on Beta, by the way.
Calm down it is week 1 of mplus and now starting wk 2. No need for big changes. Everyone is undergeared and inexperienced with dungeons.
slam no longer knocks back.
W
“It’s just the first week.”
“It’s just the second week.”
“It’s just the first month.”
“It’s just the first season.”
“Don’t worry, they fixed it in Season 4.”
I never said no changes. You are looking for another complete overhaul without providing any real solutions with overall game design in mind. Your complaint will sound more credible when you are max or almost fully geared
Almost like content gets easier over time.
Blizzard opts for later seasons to be easier (relative to S1.)
It’s a conscious design choice at this point.
- I’ve actually provided numerous solutions to these issues. Hell, some of the ones I mentioned here specifically got fixed today. The Blazing Crescendo+Exhaust Vents overlap got mostly removed, Slam knockbacks on Viq’goth are removed, Crushing Slam got nerfed drastically so you aren’t getting one-tapped in a +10, and the sheer amount of Curse dispels required in Grim Batol got drastically reduced.
- Removing stuff altogether is a valid solution. I think the changes to CC and the Challenger’s Peril affix are unsalvageable, were unsalvageable on Beta, and need to be removed.
- Players should not be expected to explicitly provide solutions. Players are very good at identifying problems, but often their solutions are often not perfect. Case in point, people criticized my suggestion to greatly reduce the damage the Skarmorak adds do when they die. Now, they’re wrong and their solution was also bad, but clearly my “solution” isn’t perfect.
I’m not going to stand by and not provide feedback when I have so many issues with the dungeons thus far.
Almost like, difficult content is supposed to be difficult?
But that was always on chance? When cube collides with vent activation. (I’m pretty sure blazing crescendo and exhaust vent are the same ability.)
Challenger’s peril took the place of an affix that people can fail, so they can prove mastery over easier content.
Blizzard nerfing stuff to pave the way for other players to succeed instead of waiting for those players to get more gear (so they could succeed without improving) is a minus.
Exhaust Vents are what they are and Blazing Crescendo is when the cube moves to the middle, heats up and explodes creating the four diagonal waves.
I just did +9 SV, they fixed the bugged spell queueing aka Machinist pulled a cube > cube in position > vent > cube explodes.
Grim Batol nerfs are good because Twilight Warlocks, Mutated Hatchling + Corruptors and Erudax were the big problems before nerfs. Erudax was overtuned and it’s an awful fight without DK.
Siege of Boralus nerfs are needed, I don’t know why they added knockback on the last boss slam and it was an awful idea.
Imagine how dumb you have to be to think a lot of these nerfs were not coming lol.