Raid and Dungeon Tuning -- March 2

Third boss i have found to be not very problematic. Everybody get 3 orbs, GG.

Although i think we can all agree the place is still just ridiculously overtuned.

IMHO they should have nerfed Mythic Hungering like a month ago.

The nerfs to Sanguine aren’t enough.

  • The first boss needs to spawn less orbs and do less tank damage.
  • The second boss needs like a -10% hp nerf.
  • The third boss needs a -25% AOE damage nerf, -35/50% tank damage nerf, and needs an extra +3-4s delay inbetween her Rite of Supremacy and Endless Torment. This fight is heavily slanted towards immunity classes because it lets you pick up more orbs. As a healer it’s an unfun fight because the group gets blasted for 50-75% of their HP and you get literately about 2 seconds to heal before she starts throwing more AOE at you.
  • The gauntlet needs to stop spawning endless waves of stone dogs so the healer can sit and drink inbetween pulls.
  • The last boss needs different colors for floor abilities because with all the crap flying around on the screen you can barely see things at times.

SD is easily the most overtuned dungeon right now because of the bosses. It has the lowest completion rate and it’s usually due to people flubbing the first boss.

2 Likes

This is really inefficient of course because you have pride on that pull. This is a losing strategy unless you’re already massively overgeared for the key you’re playing. But yes, it is possible.

Healing it on tyrannical is tough even if everyone gets 3 orbs :frowning:
It’s not the orb/dot business that’s an issue so much as the movement that comes directly after.

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Lol I’d check your vision then, because I can see it no problem.

Seems it was enough of a problem to warrant a change but alright.

Sure, but if Mistdancers are that big of an issue for him/his group, still better than wiping. According to their armory, they haven’t even been doing keys at +10 to worry about pride anyway.

I’d recommend being inefficient for 1 pull at his level rather than risk wiping.

It’s no longer a gauntlet then.

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There’s nothing gauntlet about it.

It’s literally a hallway with 3-4 trash pulls with 2 adds that spawn on a timer. The most gauntlet thing about it is the dungeon timer.

All it does is annoy the healer because they can’t drink (like Spitefuls) and gives a strong benefit to Night Elf healers who can just shadow meld and drink.

Lol the fact that you cant stop is the definition of a gauntlet

You can stop anytime you want. The tank just has to stand ahead of the group to keep people from going into combat so you can res people or drink.

The only thing that forces you to keep going forward is the timer (like any other hallway).

Then whats the problem? You said you can’t stop to drink, but you can stop to drink…the bears don’t hit hard and if you need a pause the tank can hit them for a bit while you recover mana

I already stated my points above. No real point in debating with people who only do +12 keys.

Lol you went to look up my IO so you could get all elitist hahahaha

You didn’t make any point about why it should change aside from being able to drink, which you can clearly do.

Think their point still stands… don’t talk about things you aren’t really experienced at… you either got KSM or you don’t…

Lol whats to experience? He complained about not being able to drink in the gauntlet then said he could drink in the gauntlet.

doesn’t it consistently spawn the gargons? I have to meld to get out of combat to drink.

Why nerf the LFR stuff? I’m an LFR casual and the bosses are a joke. Make 'em harder.

It’s either that or it’s on a set timer. I usually have to shadow meld drink 1-2 times on the gauntlet, especially on fortified weeks. It’s too much of a hassle to try and get out of combat otherwise.

Um thanks? Now normal is a boring fight for us healers. Drain containers and catch the occasional bottle. It will help in heroic.