I like a lot of the retuning that has happened with 8.1.
-Atal-
I don’t think anything really changed here. I wish the last boss would spawn less spiders (or the same amount but less frequently). Generally the different fight length of the priestess fight and the endboss seems a bit ridiculous on higher tyra keys.
Also seconding that on the left side there are some shenanigans with a pack sometimes being in a different position on a key by key basis which seems unintended.
-Freehold-
Love the change to the shark boss, though they still sometimes behave strangly. (Eg. I was closest target, others pretty far away. Shark jumps once into my direction, then slides towards someone else for 1-2 seconds, then jumps again into my direction…) Random pig spawn is fine IMO.
Council boss resetting because the tank gets knocked on a table or something is still annoying, and Eudoras random shot damage still seems excessive.
Endboss hp seems a bit high, especially as there isn’t that much going on, especially for the first 60%. I kinda wish the last 30% dmg taken buff wasn’t as huge and he had a little less hp overall. Making the first 60-70% not as much of a chore.
-Motherlode-
I think nothing really changed here?
I would love some nerfs to the trash before the third and fourth boss. Especially that there are a bunch of non-cc-able mobs that love to jump around seems really annoying. Also I think the bombs that the Venture Co War machine spawns causing bolstering (even to the Venture Co War machine itself) seems unintended.
Azerokk seems really uninteresting for the second half of the fight.
Rixxas propelland blast (or what it’s called) sometimes moves the ground stuff in strange directions (so not away from her). I think it’s to get more ground stuff off the plattform fast but it can sometimes trap you if you dodge the blast itself succesfully and then the ground stuff just decides to move into your direction, just because.
On the endboss we had one of the adds in the transition jump out of the boss area and reset the boss the other day, this also seems unintended.
edit: (Our tank and melee let me say) It would be great if the boss moved faster? There’s a lot of stuff to dodge with the shots from the side and at the same time the boss has a lot of abilities that let him stand still, which can be really awkward at times.
-Shrine-
It’s nice that the protective aura is now interruptable. It’s a good thing that on the second boss the tank cleave is now reliable dodgeable. On Lord Stormsong that his Mind Rend now hits a random target, seems annoying and can one-shot when getting out of the orbs, I wish this was changed back to the closest target or tank, or at least that you’d be immune when getting out of the orbs for a bit. Endboss, I understand why the healer debuff was changed, though the boss hp seems a bit high now (though I think you hotfixed that today). I think I didn’t play on explosive week since the changes, but if on the endboss the small adds still spawn explosive, that was hugely annoying. (Most melee classes have a way easier time with explo, but the explos are spawning all over the place here, basically means you need the casters to do it, but half of them have a really hard time with them and if you have e.g. 2 melee and a ranged that’s bad at orbs, you’ll have a really fun time on that boss)
The minibosses seem a bit boring and really longwinded fights on high fortified. The elementals also just seem like a huge waste of time. I wish they either had way less hp or would give way more mob count (or a mix of both).
-Temple-
Change to last boss was good. Seems less of a pain overall! I like the animation change for the blitz-guy as well. I also like that more casts are interruptable (snake charms, the shield thing). Also the recent hotfix that the first mob doesn’t turn around when casts his whirls is really appreciated.
I think the combination of the dust-snakes casting their dust and the marksman hunters standing still unless you outrange them (or have a monk) is still annoying. I either wish more abilities would still hit them (e.g. displaces, like thunderstorm, typhoon, grips) or they just moved more readily or maybe the snakes would cast their dust less often at least. I think I would prefer the dust being a 99% dmg decrease instead of complete loss of sight but then again maybe that trivializes it too much?
Overall like the temple changes!
-Tol Dagor-
Good changes as well, I think. That you need to interrupt Jezz Howler seems really good. Though that Bobby sometimes casts the Fear close by and sometimes out of range seems strange. Good thing that the cannons scale better (though be aware that there are now more cheeses going on around this). And that the endboss debuff doesn’t stack anymore is really really appreciated. (I didn’t mind as much that it stacked, but that it was so random from fight to fight was reaaaally annoying and this is a fix for it)
We still managed to accidentally pull with the cannon through the wall. We also somehow managed to pull Jezz Howler while still fighting the first group in that room (no idea how tbh). And we had infest go through locked doors. All of which seem unintended. Overall the terrain is still… kind of difficult I guess (and not a lot of fun on sanguine especially)
-Underrot-
The change to first boss was great. I’m fine with the trash changes before first boss as well, I think.
In Pugs I find the randomness of the second boss’ Tantrum a bit difficult, but in coordinated groups it’s not too much of an issue usually.
Last boss is really hard with grievous and hinges mostly on the healer. Doesn’t feel really great.
-Waycrest-
That the adds on the endboss are now stunnable is nice and gives a lot of options, though seem to make the fight mostly just a drawn out tank and spank. It enables a lot more setups, but at the same time the fight seems even more boring now.
We didn’t have any pulls through walls recently, but then again I haven’t really played with classes prone to those during the last two months. Not sure if anything was fixed there or not.
Sisters still seem hard, but I don’t have a strong opinion on them.
Also, I wish which doors are open was on a fixed weekly schedule or just fixed in general.
-Kings Rest-
I like that the adds on first boss have less hp, though we were mostly cc’ing them before, so it didn’t affect me hugely I guess.
In the second boss room, I wish you could pull both constructs at the same time without the risk to bug them out (if they entomb at the same time and try to put people in the same tomb, they bug out)
Also probably specific to my group: We have a guy that even without any addons has problems getting the interface in the entomb loading properly It’s a bit of a hit and miss if it works or doesn’t. Please let us make a macro to use that ability or something (maybe you can already but we haven’t worked it out yet)
(edit) I also had the pet bar bug out and disappear and never reappear (even with the next summon) a couple of times when I get entombed on my shaman with an elemental up (fixes itself after reload tho)
I find the second to last boss still very long on tyra, and the axe hits like a truck. I wish that damage was reduced or the dot duration was or both.
Overall I just find the timer on this dungeon really tight in comparison to other dungeons.
-Siege-
haven’t really played this during the last two months, can’t really comment :S
If the alliance has still different packs in the first boss room, I wish this would be adjusted.
Edit: BIG NOTE: I wish all of the changes had actually been in the patch notes…
Edit2: I wish the teeming, explo, fortified week was removed from the cycle.
Teeming, Fortified is really hard as is. Teeming, Explo is really really random, can be hard, or can be okay-ish. The combo of both is just awful.
Speaking of affixes, I like that Fortified and Tyra plays kind of differently and puts a different emphasis on a dungeon, but I wish the difference was a little smaller. Making both of them a little less potent, would in my opinion still keep the feel but help overall with weekly balancing.