Hello, I’m Catffeine. As of this post, I’m a 2572 M+ Score Feral Druid, my score made up of two 11s, four 10s, a doubled 9, and a 9. In timing these, I have ran quite a few Necrotic Wakes, and the failure point is always the same: Stitchflesh. And it’s not even close.
Before Stitchflesh, there is not a single point where experienced players will fail. In fact, the entire dungeon is breezed through up to that point, and if you manage to kill Stitchflesh, you know that the key is timed. You can get to Stitchflesh’s room with 18 minutes left on the timer, and Stitchflesh with 12 or more minutes left on the timer. However, if you wipe to Stitchflesh once and use up all of your spears and lust, the key is just dead. There’s no getting past him if you don’t use all three spears and lust, and the higher the key the worse this gets.
The design is set up in such a way that you can’t even complete the dungeon, and everyone just calls “gg” after that. This is obviously bad for players who just want to do their weekly 10s and land on Necrotic Wake. Gear will resolve this issue, but as key levels get higher this issue will continue to be a problem.
The worst part about this is that Stitchflesh himself isn’t that difficult or complex a boss. This isn’t saying Stitchflesh is hard, or that Necrotic Wake itself is difficult. It is an easy key to double upgrade if the group gets through Stitchflesh. It is specifically that he is the only point of adversity in the entire dungeon, nor is it his mechanics that cause the issue. You hold all three spears for him instead of spacing them out across the dungeon, despite the spears being spaced out through the dungeon, his constructs spawn too fast to kill the second one before the third comes out, especially when you’ve used all of your cooldowns on Stitchflesh during the first cycle, and if two are ever out at once there simply aren’t enough defensives to survive long enough to finish off the second construct on higher key levels. Your only choice is to one cycle him, kill the first construct, and kill Stitchflesh before the third construct spawns.
My recommendations to solve this are either:
- Lower Stitchflesh’s hp (doesn’t solve the problem at higher key levels)
- Lower the constructs’ hp (allows them to be killed before another is out for too long, but causes the first construct to die to natural cleave before the second hook can come out)
- Increase the time between spawns after the second construct (seems like the best solution)
Thank you for reading. I’d give you all a potato if I could.