Dungeon Tuning Incoming - 20 August

With weekly maintenance in each region, we’ll make the following adjustments to Dungeons:

Ara-Kara, City of Echoes

  • Avanoxx
    • Gossamer Onslaught’s missile damage reduced by 50%.

Tazavesh, the Veiled Market

  • Mythic+ timer increased to 35 minutes (was 34 minutes).
  • P.O.S.T. Master
    • Now starts gaining energy after 12 seconds of casting Unstable Goods (was 6 seconds).
  • Myza’s Oasis
    • Total number of enemy waves reduced to 2 (was 3).
  • Commander Zo’far
    • Health reduced by 16%.
    • Enemy forces value increased by 25%.
1 Like

Gimme gimme moar

2 Likes

nerf

[Halls of Atonement] bat knock back remove that ty.

also buff up timer 5mins and add more % to forces.

Can you take a look at gambit last boss as well it hits like a truck and circles are too big.

Halls of Atonement trash count needs to be seriously looked at. When we have to spend an extra 5 minutes killing trash after routing through the dungeon (zero skips), you have missed the mark.

I see so many die to this, effect is barely visible at all and 1 shots everyone, honestly horrible boss fight.

Zo’far… Zo’good! :+1:

1 Like

The amount of trash needed in halls is stupid. It’s close on 20 mobs you need to pull in addition to the normal routing and every single pack has some irritant like caster / knockback combos.

Dragon boss in gambit seems overly punishing. I’m sure people will get better at it but its basically completely smooth or a complete disaster, no middle ground makes it a poor fight. It just feels “off”. Too many adds or too much crap on the ground, dunno, its about as fun as a trip to the proctologist.

Ara-kara is fine for my group since we have a lot of poison dispels. It’s a miserable experience for groups that don’t have them.

1 Like

This just refers to the direct impact portion of the damage, I assume? So a player getting directly hit by this now takes 50% less damage?

Idk how to feel about this tbh. Alongside the other changes you did to the endboss of Ara - why is it so bad for people who fail to do mechanics properly get 1-shot?

At this point you’re basically just re-designing dungeon mechanics to be healer mechanics up until they 1-shot you yet again at a certain key level.

I’m not opposed to making mechanics less punishing for players but turning everything into a pure healer mechanic seems counter productive.

Firstly, we already have few people playing healers, so the role should get more attractive not less.
And secondly stuff like this more often than not ends up conditioning people to just semi-ignore those mechanics because “eh… he can heal me back up anyways.”

I don’t think these are bad changes TBH, but the dragon boss in gambit needs some attention, it’s either perfectly killed first time, or it takes 20 and bricks the key, nothing in-between.

what about FIXING beastmaster pets FIRST???
what a joke this…