Stonevault nerfs?

Just wondering if we are going to be seeing a nerf to Stonevault on reset.

Both the elemental and machinest bosses are pretty bad. Even when you do the mechanics correctly a +4 requires more healing than a +7 NW. And some of the ability overlaps are really bad.

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bosses feel pretty punishing compared to other dungeons

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How do you like it Rare or extra crispy ??

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Stonevault is like one of the most free keys already
 Not expecting changes.

Well, I can certainly appreciate your optimism in calling Stonevault ‘free.’ With a 17.6% success rate, it’s clearly a dungeon that demands perseverance. Now, compare that to Mists of Tirna Scithe, sitting at a modest 88.9%—so roughly five times as successful. I suppose Mists is just for those who enjoy a leisurely stroll through content, while Stonevault offers a more, shall we say, exclusive experience. After all, only the most dedicated players push through it, right?

Then there’s the total score. Mists has accumulated 504,319 points across 5,000 runs, while Stonevault, despite its 2,239 attempts, managed a commendable 175,019 points. It’s nice to see that even a key with one-fifth the success rate still manages to contribute something.

But perhaps Stonevault’s real charm is its commitment to challenging expectations. After all, not every dungeon can offer the thrill of a 1-in-6 chance at success. In that sense, I suppose ‘free’ could apply
 to the handful of runs that make it through.

https://bestkeystone.com/statistics/dungeons

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:rofl:

The comment reads like the most polite haymaker ever.

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Doesn’t matter what dungeon someone asks for changes in, someone will always state the equivalent to “git gud”, even if they do (or don’t do) the content.

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There’s nothing exclusive about it. The people who are bad at mechanics got to Tirna where it’s easier. That’s what I’m inferring from this.

I doubt we’ll see any meaningful tuning until after this week, which is going to be a breath of fresh air after Tyrannical.

NW third boss could use a nerf too IMO. If you get behind on abominations, it’s a wipe.

And Ara-Kara
And Dawnbreaker
And Necrotic Wake
And City of Threads
And Siege of Boralus

Two of which are in the top hated dungeons of all time. :rofl:

I can kind of understand it when your own experiences don’t match the larger populations. For instance GB is one of my highest scoring dungeons and I have yet to have any failed runs or even a hard time in it. What I think it comes down to there is ensuring there are two curse dispels in the group comp even in pugs. This drops the healing requirements for everything but the last boss drastically. Than you need to ensure that you have at least one person who can blow up a single target boss and saves all CD’s for the last boss. You are also looking for an immunity to clear tenticals if the area has more than 3 in it.

But despite my own experiences I can’t deny that GB also needs to be nerfed because its nowhere in line with the rest of them.

Very true. The tank should pick up a shield as you can now cast while channeling it. Than save it for any phase where there is a second abom. Although if you save all weapons you can down him in a single phase than just use it when the boss comes down as its a high damage phase there. I still haven’t checked how many shields there are. but I think you can get 2-3. There used to be one right inside on the right, another after the mini boss caster and yet another in the courtroom area before second boss.

There are a couple of mobs I’m concerned about when it comes to fortified.

GB curses can overwhelm healers even on tyrannical weeks so its going to be doubly important to have dispels this week. Also between the second and third boss there is a mob that can kill a tank with a 50% defensive up if they are not focused by the healer, thats going to be brutal. The dragon pools which already hit hard are going to be even more dangerous.

Necrotic wake: The portal guys in the first room can do some impressive burst damage phases and people seem to tend to clip them often enough where I had just started adding one to the first pull to make sure I get aggro. It usually causes at least one death so I might need to pull the first pull back farther and have someone interrupt the bone collector. The pools at the tanks feet can hit extremely hard, if you use a CD timer you know when they are going to drop but thats reliance on a WA and I know many people don’t use them. The shield busters upstairs before the third boss can destroy tanks who don’t kite. The first on in particular is dangerous as you don’t have room to kite yet and can accidentally pull a second one if you head in the wrong direction.

Now that I think about it pretty much all dungeons have something like this. Even mists has the defenders and if you get double defenders in a 4-5 pack that is going to destroy tanks who are not rolling defensives.

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The only problem with SV is the mechanist boss.

It doesnt matter if you do the mechanics correctly, because RNG of which corner has the closed flame vents can wipe you.

The 2nd time the giant death cube stops in the center, the release of the lava globs overlaps with a change in the safe vent area.

So, if your group is correctly standing in the section where the vents are closed, then right when the globs release, the vent opens up the safe area moves to the opposite side of the cube, you die. All they need to do is have these two mechanics not overlap.

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The mechanist doesnt need a nerf, it needs a bugfix. Vents appear on a delay sometimes, so you don’t have time to choose the right corner to stay

Of course you can tuck yourself in any corner, even with vent up, but its tricky and the space is soooo tight you may touch a vent trying to do it.

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We did a CoT on an 8 yesterday, I would say the aoe damage ability on the 3rd boss could use a numbers check. Seemed extremely punishing compared to everything else in the dungeon.

I have a good hearty handful of attempts on +10 stonevault now, and have gotta say, when the machinists get hasted because orbs spawn on the wrong side of the room away from the vent that everyone needs to be at and there’s no time to clear them and all their abilities begin to overlap


It is a real good time.

Have killed them several times, though. Usually have more issue with adds being killed properly on the rock dude.

As it stands, I kinda gave up halfway through this previous push week and decided 2.3k is enough to get me to Fort week. Didn’t want to suffer any further.

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Yeah, i wouldnt even say its a bugfix. The timing of the vent changes and the death cube just shouldnt overlap

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I think the machinists have a too “steady” damage profile. If you have a DK tank that’s largely self sufficient, it’s probably not as big a deal.

My personal experience as guardian is that the mech hits like a truck, and my sustain isn’t enough, so I need a lot of attention from the healer. Who also needs to be babysitting the group with mass aoe heals. Which can rapidly lead to them falling behind on either me, or everyone else.

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Yes, I presume it is a bug cause there is no way blizzard coded that mechanic that way on purpose hahahah

stonevault machinist boss needs a big. fat. nerf.

it’s awful, and wildly disparate from the other bosses, difficulty wise.

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Stonevault is one of the 2 enjoyable dungeons that we have this season. It’s crazy how bad the dungeons are in this expansion, they are all full of stupid mini games and side mechanics.