Sporecaller Zancha is painfully unfun

This guy is seriously overtuned. It’s honestly absurd how much damage the mushrooms can do even if you’re playing fairly well and manage to break a lot.

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Cragmaw is way harder sporecaller is pretty free

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If you do mechanics that boss is free lol. Only part that hurts is harvest and you just defensive.

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Even then the harvest doesnt do much if you pop ALL the spores which i do by popping a defensive running over any remaining shrooms then cleansing myself.

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That’s because the mechanic is tuned / paced such that you should be breaking all of them.

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The first three bosses are practically “free” as long as you do mechanics right. Of the three cragmaw is a little the most dangerous but not that really.

UR is sort of unique in that sense in my opinion where you’re actually rewarded with doing a good job.

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I’m glad everyone that thinks Underrot is super free is having to eat their words.

Cragmaw needs nerfs to his charge+rampage timer to give people a chance to actually stomp the leeches and reposition.

Sporecaller Zancha needs a nerf to the mushroom spawning or reduce the damage penalty for leaving 1-4 of them up (the single ones)

Unbound Abomination needs a nerf to the wall bouncing puddles or an increase in the time in between his Putrid blood stack application (Fight is way too much stress on heals). This fight is just a few badly placed puddle spawns away from causing too much damage for the healer to keep up as the stacks apply.

Underrot bosses need some tweaking. Like most past expansion dungeons, they do not fit the lethality of modern M+ and expect perfect coordination in PUGs.

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i feel like this is a pug thing, in premades cragmaw spawns 0 adds so he’s one of the easier bosses in the dungeon

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Kinda at 25 on Tyran with no defensive you can still die (our sham healer needs sac for every second)

There’s your problem, you need to break all of them.

This boss feels easier than ever. I remember having issues with it in BfA, but now it really doesn’t feel hard at all. I do think that the spawning during rampage is a bit meh though, wish it would be slightly more predictable, and take less back-and-forth running.

The only thing I’d like here is that they remove the overlap with shrooms spawning orbs around the area, and having to stand still for the mechanic to drop it. This boss is free if everyone does what they are supposed to. When in doubt, bring an evoker.

This boss is free:

  1. You go around the arena in a circle
  2. Everyone stacks on top of each other
  3. When the boss starts casting the frontal everyone moves through the boss (puddles drop where you stood when it started casting)
  4. Tank pulls boss slightly out of puddles so everyone can stand behind it again
  5. If boss gets 100% energy for the last batch of adds just nuke them down while dodging puddles
  6. Until you hit that point, go back to step (2) and repeat

When someone gets the circle you have to move together if the cast starts, that’s basically the only tricky thing. You can do this on normal running speed though, so no need to panic.

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Why? Underrot is super free, at least through 21.

Plenty of time if people know what they’re doing.

There’s no need to nerf anything, and there’s no excuse for leaving 1 up, let alone 2-4 lol.

So don’t place the puddles badly…
Bad play should have consequences.

As usual, the call for nerfs is more appropriately fixed by playing better. None of these things require “perfect coordination”, just decent with play, with everyone paying attention.

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Post on your main, coward.

This dungeon is not free at all in PUGS, even with people paying attention. One mistake costs the key a majority of the time (missing 1-2 mushrooms + someone touching spore orb). Also, it is heavily biased against classes without massive mobility for the leech stomping, which wouldnt be an issue if the timers from rampage to charge were lengthened.

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The timer in there is a complete joke you can have multiple full wipes even in a 24 let alone a 20…

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I’m pugging, majority of the time, one wipe is afforded, then its GG.

My main is Kaliendara- Area52, and it’s linked on this character’s io page, so I’m hardly hiding.

I almost exclusively PUG, and it’s free when people don’t derp their way through. I finished a 21 this week with almost ten minutes left in the timer, pure PUG.

It doesn’t, and even if it did, these mistakes are so easy to avoid there’s no excuse for making them. Brutal consequences don’t make something hard, they only happen after the failure. If the mechanics are easy then it doesn’t matter if a wipe is the consequence, just don’t screw them up. This entire dungeon is nothing but easy mechanics, and I have huge amounts of second hand embarrassment for the groups I’ve been in that fail them. I had three failed 20s this week, but it wasn’t because the dungeon is hard (it isn’t). It’s because the players were bad. It’s always the same on tyrannical. The majority of players, even up to 20s, can’t handle doing even easy boss mechanics if the healer isn’t allowed to carry them through their fails. I actually wish there were more death mechanics earlier in the process to try to force people to learn sooner.

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The Charge, Rampage, and Indigestion, are all predictable. You can have him Charge into the walls and have very little movement to stamp those ticks away, and move to the middle before Rampage starts with agreed upon fanout sides (indicated by world markers), and the least mobile people covering the center, and move back to a side in time for the Charge after Tantrum. I can’t say I’ve found any issue on the least mobile classes, and I’ve done Underrot on every class. Even if you have a Charge out of place, it’s perfectly handleable, just don’t panic.

Even if you don’t have something like a Pally or Rogue to be able to cheese run through shrooms on Sporecaller, people can use the quiet moments to pop individual out-of-place zits, and thin out the field to make Shockwave/Upheavals easy to place.

Cragmaw, Sporecaller, and Unbound Abomination are all fights where the players are pretty much in control, and can essentially ensure even the “random” nature of the mechanics are limited in scope to something manageable. I wouldn’t describe that as “free” since you are being asked to execute correctly, but they’re not ultra-complex executions, and I think they’re good examples in this current incarnation of rewarding skill/experience.

Hell, I don’t think one could even justifiably call the mechanics of Sporecaller “un-fun”. It’s predictable intervals, there’s essentially 1 major thing to pay attention to at a time so it’s nowhere near overloaded, it’s all intuitive, and there’s even some potential intrinsic satisfaction in popping the shrooms like bubblewrap.

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I disagree, people are still messing this up in PUGs and I find myself having to frantically type to tell people to perform these same leisurely tasks you describe, and these are 2600-2900 rated players.

The fact is, these are extremely punishing situations that spiral from mistakes that seem trivial with a coordinated group in voice that understands the dungeon. However, there are 2600-2900 pugs that will make me sweat uncontrollably during a Sporecaller or Cragmaw fight.

I don’t think anything about the mechanics in underrot requires voice or any sort of prior coordination. Doing my weeklies atm just involves typing “underrot 20-20” into group finder and holding W until we get to the treasure chest at the end.

Well its a damn good thing I dont do those lol

it feels very difficult with pugs, like some of the others have said, during pugs people seem to forget to break the mushrooms, or use defensives.

I finally found a guild this week to run keys with so now I will never pug again unless my friend wants to pug one of his keys. Pugs are a nightmare, people don’t follow mechanics, people rage quit if they die, I’d rather not deal with that.