In this post i try to address issues I’ve encountered in dungeons whether they are bugs, scaling issues, or overtuned abilities. To clarify I don’t think a flat difficulty curve is correct for instances. There should be that one mob/boss that terrifies you, but some of things should still be looked at for being too much of an outlier.
IF this somehow reaches a blizzard employee please know that i love the SL dungeons so far. Keep up the great work!
Halls of Atonement
Bugs:If you use surrender to madness on the adds spawned during 2nd boss then you die regardless of both killing and using the boss smash to permanently despawn them. This is also an issue on 1st boss in ToP and i think both second boss adds in NW and Hakkar in De Other Side.
Overtuned mobs/abilities:
Gargons. Even when not enraged they destroy the tanks. They hit way harder than other mobs and they also have the bleed that stacks. Tanks are forced to kite very early on with these mobs.
Mists of Tirna Scithe
Scaling issues: First boss on tyrannical is extremely hard, and ends up taking way longer than on fortified weeks. You're forced to use CDs to get the tree down before the main boss kills you with his barrier which pulses AoE, meaning you end up having to go through ph1 way more (from 2 times last week to 4 times this week for us on a 14 in spite of having gained more gear)Plaguefall
Scaling issues: 3rd boss add spawn phase is on a timer rather than health thresholds. This is something that was avoided on a lot of bosses this expansion for good reason. It makes tyrannical scale the boss more than it normally should compared to fortified weeks due to having to go through more sets of adds which take up more of your time.Sanguine Depths
Scaling issues: Generally really hard hitting bosses here. First boss hits hard with everything, but isn't too bad.Worst offender is second boss where the add (which also spawns on a timer btw) does a butt load of damage and the channel from the boss is also insanely hard hitting. I have died through defensives here
Spires of Ascension
Overtuned mobs/abilities: The last three angels are wayyyyyy too hard (note the excessive amount of "y"s). My group tends to use pride buff + BL + kyrian spear to deal with the third one. The bleed on second boss is also very hard hitting.the Necrotic Wake
The items scattered around the instance are great fun, but them not being usable more than once makes this an instance that often gets abandoned after a single wipe. If you can't kill a boss with items, you're not gonna stand a chance without them. There is probably no easy solution here, but making it so you don't lose an item when you die would be a good start.Scaling issues:
2nd boss adds are on timers instead of %health (see plaguefall). He is also extremely overtuned and we are using 2x spears, orb and BL on him.
3rd boss goes from seeing phase one 1-2 times to 3-4. Once again due to his retreat being on a timer rather than %health. Ideally i’d like to see him stay down a minimum time amount AND until he’s lost 33% health. This would allow you to skip phases on low keys, while not ruining it for high keys.
Bugs:
We had a very weird bug on 3rd boss.
We got him down with first hook from the initial add. Then kept that add alive through ph2. As he jumped up the add instantly hooked him down but the add died at the same time. This caused him to summon 2 adds instantly. Sadly i didn’t save the recording of this.
Theater of pain
Overtuned mobs/abilities: Kul'tharok's (lich boss) magic debuff deals insanely high damage, and i'm getting flashbacks to rixa in Motherload. Mordretha (last boss) gets an honorable mention for being rough as well.Bugs:
Last week it was vulcanic, and during the duel you get during the Xav the Unfallen encounter i was letting the dk kill me and I tabbed out to read discord while he killed me. The killing blow on me ended up being a vulcanic and i was deemed to be both the loser and winner of the duel. My dk friend was left down in the arena for 30s ish and then ported back up.