Pelters need a nerf

I’ve resisted asking for nerfs to anything this tier. I knew that most of the egregious stuff would get addressed, but this one went too far in my book.

In 3.6 seconds our Spriest got hit 4 times by Pelters for 180k+ each hit.

Last night I noticed that the Pelters Jagged Disc is a ONE second cast, which is spammed incessantly. He was back up to 87% when I chose to move for Entangling and in .1 seconds he took 375.5k damage.

Please increase the cast time and make them melee in between or something. It’s not an option to keep them subdued because they chain cast immediately out of any CC. 4 casts on the same target just doesn’t feel fair.

9 Likes

Personally i wouldnt mind the damage they deal if you could group them up but you cant because on top of being a ranged enemy even if you group them up they jump around making it unfeasable high damage+cant be grouped up is really bad

3 Likes

I do smell a nerf coming for their dmg as they’re basically the same as the cinderbolters in RLP pre-nerf. Except those could be interrupted and they did jump away.

2 Likes

As you know, I rarely ask for nerfs and I agree. The entire left side of Bracken needs to be looked at because it’s not even an option compared to going right. The fixates also don’t help.

1 Like

They buffed pelters at the last minute before 10.1 went live because why not. Pelters is harder Primalist Cinderweaver (pre-nerf) from RLP except you can’t interrupt Pelters and they can jump around. The pack with two pelters who can pelting you for 150k+ every 1 second.

BTW Blizzard nerfed the damage of Primalist Cinderweaver’s bolt by 50%. Pelters should be treated like this.

2 Likes

Given the number of changes made to other dungeons included in this season I had really hoped that pelters and the later ones that also cast Bound would be addressed because they are just turbo cheeks to deal with in every possible sense - They deal too much damage to random targets at a blistering rate, declump themselves so you can’t cleave, which makes them die more slowly, exacerbating the first problem, and if they’re not baited correctly they can jump into other packs and wipe you.

Leaving the pelt damage where it is but making it cast more slowly would be appropriate imo. Really not sure why the disengage is still there, but if they want to leave it in they have got to make it more clear where they’re going, or make it a cast so that it’s stoppable.

2 Likes

I know I’m a couple days late on this but as a clothie I hate NL with a burning passion because of this. Easy fix to this place as stated above a few ideas they could implement
Nerf the damage
Extend the cast time
Have them not leap so far away
And the ones that are in the same mob as the avalanche dude need the avalanche circle to appear as the cast starts so people have a better chance of avoiding it. The circle animation pops up when it’s irrelevant.

1 Like

Gripping them in only to have them immediately jump back out is a great slap in the face.

I think the cast should be made interruptable, so the healer can catch up, you can time around other damage mechanics going off, and you can re-position the mob a little.

1 Like