The Vigilant Steward, Zskarn Mythic Changes Coming on May 26

Greetings raiders.

We will be addressing an emerging tactic that trivializes certain aspects of the Vigilant Steward, Zskarn encounter. We’re planning on implementing these changes live tomorrow, May 26.

We hope that these changes will encourage more interaction with the encounter’s existing mechanics, while maintaining its prior level of difficulty.

Dungeons and Raids

  • Aberrus, the Shadowed Crucible
    • Developers’ note: The Zskarn changes address an emerging tactic that trivializes certain aspects of the encounter. We hope these changes will encourage more interaction with the encounter’s existing mechanics, while maintaining its prior level of difficulty.
    • The Vigilant Steward, Zskarn
      • The Vigilant Steward, Zskarn health reduced by 15% on Mythic difficulty.
      • Dragonfire Golem health reduced by 15% on Mythic difficulty.
      • Zskarn will now Berserk on all difficulties.
      • Adjusted the position of Dragonfire Traps.
      • Shrapnel Bomb reduced to 3 on Mythic difficulty (was 4).
      • Fixed an issue that could cause an inappropriate amount of Shrapnel Bombs to spawn.
      • Zskarn no longer activates Tactical Destruction based on his location.

Stop it, nerf it more, or delete whole encounter/take id(so they can’t extend) from guilds who killed it using “tactic” .
Also whoever thought it was a good idea “Zskarn no longer activates Tactical Destruction based on his location” fire this one.

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Changing the mechanic to be random which I assume means

  • Zskarn no longer activates Tactical Destruction based on his location.

Creates a “rng” Fight where the boss becomes way more difficult in 80% of tries and easier in 5% of tries.This is horrible design choice it destroys the whole intention of the fight.
No one can now play the Boss the way it seemed to be intended / the RWF guilds played it.
The strategy of kiting him in a circle and baiting tactical destruction now is pointless you just gonna wing it until you get your lucky combo and he dies. Certainly my simple mind cant xome up with a way to deal with random tactical.
Might as well remove the mechanic as a whole at this point if its only wipe or good rng.

2 Likes

I’m sorry but doing this in the middle of the week is one of the most punishing hotfixes you’ve ever done to an encounter.

You’re directly targeting guilds that didn’t kill the boss using an actual bug abuse, and allowing the ones that did to continue extending the raid with a kill that’s straight up invalid?

The “go to a corner” thing, you could excuse as a clever use of game mechanics, sure.

The “remove a trap before the bombs spawn so that the boss doesn’t spawn them AT ALL” is a VERY clear bug abuse.

This feels like such a middle finger to players who wanted to play the fight in the way it was intended.

I’m not suggesting a rollback, but letting this go unpunished by not locking the raid so it’s not extendable next week, only reinforces and encourages people to abuse bugs as hard and as early as possible.

Do more, or don’t implement this at all.

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There’s not a single world in where these changes “maintain its prior level of difficulty” in which 200 guilds just killed Zskarn in ~10 tries.

Nerf him more or don’t change anything at all.

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yolo redesigning an encounter in week 3 sounds like an extremely lazy way to fix an encounter, not to mention not even at the following lockout an straight middle of the week change. Surely this will be well received by the public primarly once aware that the same devs that made the encounter used the same cheese strat to clear it but those that havent progressed it or havent exploited the cheese strat will now be at an severe disadvantage GG blizz hopefully next tier we get heroic week cause so far the tuning has been off since sepulcher

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We reduced Mythic Zskarn’s health by an additional 10%, to a total 25% health reduction.

This is so unfair. 236 guilds killed it with the zerg tactic. After this change it seems no other guild actually killed it as it was intended. (meaning it got significantly more harder/ annoying to play)

Can we at least have the extended lockouts reset, because this is just so stupid. Exploit hard and early basically and screw everyone else… Lockouts should be invalid to be extended as a fairer way to make up for this big screw up.

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This has genuinely been one of the worst changes I’ve ever seen anybody make in any context. Well done.

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