Yazma changes

I know this topic has been posted before but I have to ask: why buff one of the already harder bosses in this dungeon? I get it Atal was way easier before, but there were other ways they could’ve adjusted it. Many times since the change groups will be blowing through it, almost in 2-3 chest range. Then Yazma happens. I feel like something along the lines of keeping it interruptible but making it one shot someone if not interrupted would’ve been better. I understand having it interruptible plus able to be dispelled made it a joke, but I feel like taking away both of those capabilities along with the constant moving from endless spiders makes it to where many healers can’t keep up with it. Any chances of this being changed again?

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People die to spiders as they always have, not this change really.

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My experience is that change did nothing except make the healer push heal spells a few more times.

If people die it’s to the spiders.

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The change to Yazma changes the fight because there’s overlaps where people have the dot while Soulrend goes out or the boss casts it soon after Soulrend. So as a healer you get about 5s to top of the group off after Soulrend before somebody takes a Wracking Pain for 50%+ of their hp bar.

This fight is trash because of the amount of spiders coming out. Nerf Yazma’s hp by like 20% and decrease the timer by 2-3 minutes to balance things out.

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I can see this fight being frustrating in pugs and for unorganized groups. But for a group that runs together a lot and is in voice this is one of the easier bosses this season. I guess because the other 3 bosses in this dungeon are comically easy Yazma sticks out after teh change.

I would love to see the boss be interruptible again. Why place so much pressure on our healers (who already save keys and CC mobs and cleanse, purify, root, etc). Give dps back some skill. Otherwise it’s super simple to avoid purple spiders. Especially with a rogue, paladin or hunter in your group to squish them if needed.

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What’s the point of this? Reconvene AD issues at +32?

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The best thing about Yazma is 1. Making jokes about birth control 2. She gets easier once the other 4 people die. #just-tank-things

I miss having to actually interrupt or do anything on the fight, but really the only thing that kills anyone is stepping on spiders. Sometimes they don’t step on them at all, but if you are in a 20+ with 15 minutes left, they are :100: going to step on them. Which sucks having such a huge pass\fail on the last boss, but I’d still rather the devs figure out wtf is going on in RISE.

what’s wrong with Rise? I just don’t like Tyr’s cast sequence

honestly the only time ppl die is to spiders and that’s always been the case. the change really didnt do anything. if u die to anything else it’s kinda on u not pressing defensives or the healer not being prepared or letting the adds hit the boss.

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I’m perfectly fine with the cast not being inturruptable, it’s easy to see who it’s on (VuhDo gives a red border) so you can defensive them, she also targets that person.

My issue is the amount of spiders that spawn. If there was a limit of under 10 it would still make the fight “tough” but not entirely hard

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Damage output seems very overturned compared to other instances on certain mobs and chronolord \ battle. Also I do personally hate the find the hatless gnome gimmick (this might not be universal (I could need to get good?), but unless I get lucky and she is in the first 3 I look at or someone else calls it out, very wipeable).

Tyr’s shield makes that fight absurdly long and damage is of course overly crazy on tyrannical weeks \ if enough people don’t share the soak which very cool there is another mechanic that forces 1 to 3(?) people not to be able to.

Key def seems to be the hardest given most keys have been done at +30 vs this one only +28.

Sorry for topic change wasn’t really my intention (I assumed everyone was aware of the general dungeon tier list).

Manifested Timeways boss in FALL is very Yazma like in that once everyone else dies it is easier as a tank, but as the 2nd boss it is less punishing to have a key killed by the strong pass\fail.

I try not to complain about M+, but Yazma needs some type of change. Make my push a little easier please

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Making the spiders killable or CC’able might go a way in making them feel somewhat controllable.

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Dungeons should all be roughly completable on the same level. This isn’t an issue with AD it’s a general response to this general line you so often tout.

Rise for example is roughly 2 key levels below everything else, so if you time a 28 waycrest for example and get a 29 rise from it then tough luck.

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The changes made to this encounter make it almost impossible for pug groups, even with experienced players who consistently run 20+ keys. I’m all for a challenge, but it’s a bit too unforgiving. Also makes for some highly toxic chat. :woman_facepalming:

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Given +28 Rise has been timed, I think a +29 Rise key would be fair.

Thoughts on Blizzard coding a system that prevents +2 on the highest key timed from being awarded?

(So since Rise is only at +28, +30 would not be possible.)

I’d rather tuning just be similar for each dungeon across the board, anything that arbitrarily prevents progress feels like a bad idea.

But how can Blizzard accomplish that as opposed to players not trying key level +1 (or expending less effort?)

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That would be nice, the spiders are quite annoying and the strat that works is so much movement it seems like. It is movement with a failure penalty of death, too high in especially compared to that other one BRH boss 3 where I can stand in the pool for like 5 seconds and be fine at the same level. I would make the spiders do like 10% hp per hit and then 10% hp per extra second standing on them, not scaling with key level at all.

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