Maybe overtuned isn’t the right word, but it’s the massive shift in punishment for a mechanic.
He literally goes from a boss who can actually be considered easier than the 1st boss on normal where there is no real punishment for a mistake to where one single effing mistake literally kills the raid. That’s mythic levels of punishment on a non mythic fight. There is no amount of cooldown coverage that is going to save your team. There is no strategy at play here. It’s literally 1 person messing up and you all die. It’s absurd.
I’m not arguing that each individual mechanic is, in itself, not that complicated. I’m not the person having issues with the fight either. I can’t control the other X amount of people in the run and no matter how easy “I” think something is, the fact of the matter is, that nearly 100 wipes later, my group is no closer to a kill than on night 1 because there is no real learning or progression to be made. It’s simply never make a single effing mistake and we win. That isn’t a fair boss.
For normal, the boss is a complete joke ESPECIALLY considering the wall that is Anduin on normal. He’s literally free loot to any group competent enough to get past normal anduin. Maybe he shouldn’t be, but he is. The problem is, quite simply, the fact he goes from a boss with a nigh endless amount of room for error to a boss with literally no room for error on difficulty modes that are not meant to be perfect or die difficulty modes.
It’s not even a fight that you can even brute force with gear too. 1 mistake is going to kill you and no amount of gear available to us currently is going to let you zerg him down before the mechanics come into play.
Personally, I won’t feel any satisfaction getting the kill because I know when it’ll happen, it’ll be a fluke. Not because we collectively out skilled and mastered the fight, but because the stars aligned and the right people who can consistently get the mechanic handled properly got it during the times where things are overlapping and more hectic and all because Blizzard decided an essentially free boss suddenly needed to be a literal be perfect or fail one on a step up difficulty level that is decisively NOT the hardest tier level meaning there should absolutely be some wiggle room.
No guild on my server group has killed heroic jailer at this point in the patch. Six have gotten rygelon. Only one guild has even pushed into mythic at all in this six server group. Not sure if server is more dead then usual, but this raid does feel a bit more walled off then anything before. The last 4 bosses all feel like they warrant progression.
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Honestly I have no idea what it’s like in normal as I never did it on normal we just right into herioc and then prog mythic once we get aotc. I do understand it is punishing on herioc and honestly gear does some what make the fight harder not easier as you can kill the orbs too fast amd the circles will despawn before the debuff goes out (ran into this a few times) but honestly I don’t see a problem with fights like this especially towards the end of herioc. I mean if you consistently have people failing the mechanic then maybe it’s time to bench them for the fight
I stopped playing this expansion but I pugged Heroic SOTFO and we killed jailer on the third week? Not hard.
Cool story, bro. Just like some people get Tusks of Mannoroth on their first kill.
But it’s ridiculous to suggest that’s somehow the “COMMON” experience across the rest of the player base. Your humble-brag, epeenflex is risible in the face of stats available to everyone.
Took about 100 pulls. It’s like any other boss. Prog it.
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My group is very close to killing him now. I expect us to get him tonight. The main changes we made are getting all our Hunters/Druids together and coming up with a schedule for our Binding Shots/Ursol’s Vortex to keep the adds positions under control. Ranged softens them up and then once they get to the melee camp they die to cleave. When someone gets marked they immediately go to seek out an orb that will die soon.
The tricky part that we needed to call out specifically is the first set of debuffs after we come back upstairs each time. He sends out the debuffs before the first wave of adds spawn. So by the time the first puddles are created the first Dark Eclipse targets don’t have a lot of time yet. Normally that’s not a problem except if the second round of Dark Eclipse targets are too eager and Hoover up the first puddles. It leaves the first Dark Eclipse targets stranded and we explode. Once we started calling out for the second wave of Dark Eclipse targets to hold their horses we started exploding much less frequently.
You’re not even close to the target audience for heroic.