The Venomous Abyss Raid Tuning Incoming

Greetings, raiders!

We’ll be making a number of adjustments to encounters in the Venomous Abyss over the next few days. You can find the details below and we’ll update hotfixes when they are live.

The Venomous Abyss

  • Entombed Sentinels
    • Reduced the maximum scale of Blood Venom pools on Heroic and Mythic difficulty.
    • Blood Venom pool duration reduced to 2 minutes on Mythic difficulty (was 5 minutes).
  • Vashnik, the Malignant
    • Malignance damage reduced by 37% on Mythic difficulty.
    • Malignance damage over time duration reduced to 16 seconds on Mythic difficulty.
  • Twin Fangs
    • Visceral Burst damage reduced by 40% on Mythic difficulty.
  • The Coiled Altar
    • Axegrinder movement speed reduced by 20% on all difficulties.
    • Axegrinder damage reduced by 20% on Mythic difficulty.
    • Gloombomb damage reduced by 20% on Mythic difficulty.
    • Venom Rupture damage reduced by 15% on Mythic difficulty.
    • Malevolent Resonance damage reduced by 60%.
    • Gravebound Soul Fragments last an additional 2 seconds before fading away on Mythic difficulty.
    • The number of Spiteful Soulcoilers that spawn from Spiritcackle reduced to 1 on Mythic difficulty (was 2).
      • Developers’ notes: With this change Soulcoilers will now spawn similarly to how they spawn on Heroic difficulty.
  • Ula’tek
    • Adjusted the health scaling on the following enemies on Raid Finder, Normal, and Heroic difficulties to better account for smaller raid sizes. Their base health has also been reduced on these difficulties to ensure the health scaling does not increase their health with larger raid sizes.
      • Ula’tek
      • Blightscale Rawling
      • Blightscale Viper
      • Blightscale Shrieker
      • Weakened Doomscale
    • Ula’tek health reduced by 15% on Heroic difficulty.
    • Unchecked Rage damage reduced by 61% on all difficulties.
    • Caustic Waves impact damage reduced by 17% on Heroic and Mythic difficulties.
    • Caustic Waves damage over time reduced by 75% on Normal, 61% on Heroic, and 89% on Mythic difficulties.
    • Malice damage reduced by 63% on Normal and Heroic difficulty, and 45% on Mythic difficulty.
    • Virulent Spit damage reduced by 46% on Raid Finder, 33% on Normal and Heroic, and 36% on Mythic difficulties.
    • Falling Debris damage reduced by 46% on Raid Finder, 33% on Normal and Heroic, and 36% on Mythic difficulties.
    • Viscous Echoes impact damage reduced by 53% and damage over time reduced by 25% on all difficulties.
    • Reduced the number of eggs summoned by Call of the Serpent on Normal and Heroic difficulty.
    • Reduced the number of targets selected by Serpent’s Bite on all difficulties.
    • Reduced the number of targets selected by Grasping Fangs on Normal and Heroic difficulty.
    • Removed 2 eggs from each side during Phase 2, reducing the total to 8 eggs per side on Heroic difficulty.
    • Ula’tek no longer generates additional Caustic Waves from Spectral Tails when sending walls of waves across the platforms during Phase 3 on Heroic difficulty.
    • Noxious Splash initial damage reduced by 33% and damage over time reduced by 84% on Mythic difficulty.
    • Putrid Membrane duration reduced to 20 seconds (was 30 seconds) on Mythic difficulty.
1 Like

This has to be on Reset, there is no world you apply this as a hotfix when some guilds have already done there raids for the week?!?! That’s not okay, do this on reset.

half year to late xD

1 Like

should’ve done this on day 1 and stop balancing around race to world first its what drives RMT to begin with and boosting.

Things i would change for raiding you can consider this for next expansion since it will be to late for this one anyway such drastic change.

Balance raiding around same difficulty curve as m+ keystone dungeons if players can pug +10 then raiding at top tier segment should even out here.

Reduce the time it takes for raids to complete and cap it to 10 man.
Add keystone system to it make it start at m0 difficulty add more then 1 raid like 3 boss raids that take an hour to complete max early season, and scale the difficulty thru keystones and max out the gear at +10 that should be pugable while adding a race to who can clear the highest keys along with leaderboards and add rewards based on top 0,1% 1% and 5%

And make raiding and dungeons always share the same loot drops and let people vote which dungeons they want while the loot is always same as raid so people will vote for dungeons that are actually enjoyable.

Add dungeons to the vote pool that you know you capable of balancing as well including new m+ dungeons

I really do not understand why raiding has become so bad for a long time even in classic raiding as pug was more enjoyable even tbc, think the main issue is the fact that there to much focus on 20man and the insane mythic difficulty start balancing the game so everyone can enjoy it, while giving top 0,1% and 1% and top 5% still a reason to push

So many issues right now like boosting and RMT that is ruining retail most of it is just because how raiding is setup.

doing this late into season balancing when you just released wow forever is not gonna do much but better late then never, really wish Blizzard would consider drastic changes to raiding in the future.

it says incoming so they probably mean next reset and not this week, that is the usual way they do these changes.

3 Likes

That’s one big flippin nerf btw, holy frick.

3 Likes

My guild spent 150+ pulls on current version on Coiled Altar. We was trying our best, over and over again. P2 was hard for us but we managed to start doing P3 half of the pulls during raid days. Why nerfs are so crazy? Esp for Mythic Ulatek. 80% nerfs for SEVERAL things?! Guys, this is unhealthy and looks like a betrayal for guilds that was doing progs on last 2 bosses.

I understand, that for many players “just a kill” is okay and im totally fine with that, but at the same time, many players enjoy hard content not because of loot or achievements points, but because of the process. Base tuning for Coiled Altar and fight itself was a COMPLETE GARBAGE with a lot of randomness but atleast we somehow managed to fight it.

Tbh, it is more frustrational to have this kind of nerfs AFTER you spent 150+ pulls on boss and not after RWF race. I get that balance is a hard thing and some mechanics were bad, but atleast, give us AN OPTION to fight this bosses prenerfed or give us ability to delay some changes. Right now, when we kill this boss, it is no longer an achievement, but rather frustration.

Maybe we also should nerf damage in +24s keys? So everybody can do it. Why one aspirational content, like mythic raiding, become easier and easier each week but M+ on the other hand, stay +\- the same. We have some nerfs for the dungeons, dont get me wrong, but not this hard in terms of overall difficulty. I think, if we take all the nerfs to Coiled Altar, it will be like 70-80% overall nerf compared to base tuning.

And, again, im happy, that many guild can kill this bosses now or farm them, but not every endgame content should be done by everybody. High keys works just fine like that. If ppl want Mythic bosses only for loot → make this loot obtainable from heroic vault. Im 335 ilvl on this DK and 334 on my alts. Idc about items but what i care is to kill bosses not because of bad tuning and several nerfs.

I wanna kill it with my guildies trying as best as we can.

2 Likes

Do you realise how absolutely insane a list of nerfs like this looks just in general? I understand the race to world first is a cool event but you’re tuning a game that millions of people play for 40 players over a two week period.

Everybody else that doesn’t have that level of skill along with hundreds of thousands of pounds worth of gold, almost unlimited helpers to funnel gear and 18 hours a day to playtime just have to wait around for some realistic version of the bosses to eventually be moulded out of what was.

If tuning is this off the mark then I’m sorry just scrap 4 difficulty versions and just have “Professional” mode and then “Pleb” mode for the rest of us.

The design philosophy is flawed for raiding right now. It suffers almost the same flaws as arena that there is just too much going on at the same time. An average viewer for RWF might be smart enough to dodge waves on Ula’tek but could not even comprehend the nuances and timings needed to defeat some of these encounters.

I like the players from Echo and Liquid but as somebody that has raided mythic or the equivalent for 20+ years I have to be honest and say it has influenced massively the tuning of the bosses to a level that for most people is just intimidating. Years ago you’d outgear most fights eventually but now you can be fully BIS and if you strafe to either side by a single pixel you can blow up the entire raid lmao.

Is there not a world where you design these encounters from the ground up to be defeated by players that are not in sponsored facilities live streaming the attempts 18+ hours per day? They kill it quickly and then make podcasts for the next 6 months and raid log, we are the ones who suffer.

Also why did you pretend to purge addons and then make us download the same features but required from 50 different places which then needs a bug report addon and has caused an influx of content creators selling their UI. It feels exploitative.

1 Like

I have always had the idea of ”I raid for gear, I don’t gear for raids”

The raid is just a weekly check box to do each week, Having it require progression or multiple pulls is just waste of time.

Due to this, The last time i did mythic raiding was nighthold.

These nerfs are way too much.

Mythic nerfs should only be made when there are unreasonable class and tactical requirements only RWF and HoF can fullfill.

A good example is Stix Bunkjunker TWW S2 which required a very specific class setup no normal guild could ever afford.

But otherwise we are talking about Mythic. The highest and most challenging raiding content. What is the point of several layers of difficulty if everyone can finish the content?

At this point there are already so many soft nerfs to mythic raiding like turbo boost, burrowed power, weekly dmg buffs and bonus rolls. Especially in a season where you can get mythic gear in heroic content.

Additionally even if guilds want those extreme nerfs, they are still forced into a massive wall like Coiled Altar for several weeks. How can this be a statisfying experience for any guild? It is a lose / lose situation for both sides of the spectrum.

1 Like

Absolutely agree.

It’s okay to nerf heroic raid, so pugs can do it faster and more reliable, but why Mythic? If ppl struggle on this difficulty, it’s okay, because this is the place where you need to grow as a player and A TEAM. We spend 2w of progress just to kill boss with “patch notes buff”.

Also, maybe all players should skip first half of the season, because:

  1. Class tuning is not final and if you care about meta comps → just wait for last notes.
  2. Dungeon\raid nerfs → some things unreasonably tuned, so just wait.
  3. Crest cap removed → don’t waste crests above cap.
  4. Catch Up systems added → gearing is faster.
  5. More bug fixes → do content without annoying problems.
  6. No more gatekeeping, like folio was or labyrinth myth item reward → farm as much as you can.

Is it what they expect us to do? Remove subscription and just play other games till WoW season became playable?

This should be applied on the release.

Why tunning raids for WRF? Your PvE scene is dying because of this.

Dying? I’m pretty sure it’s dead, buried and half forgotten by now.

Just like the pvp scene where RMP dominate everything.