Group filled with players varying from HoF #170~ down to 3/9M Raiders. Majority has 8/9M Live exp. I ran the group, and have HoF/Top 170 exp last 3 tiers as 21st Man/Raidleader.
Gnarlroot; Feels very underwhelming even for normal. With the adds not needing to be uprooted and therefore no adds in intermission, the intermission just feels… empty? You’re just running around for 20s with very little happening.
Igira; Fight overall seems good, but theres a couple of potential issues.
Healing absorb felt significantly overtuned, and would benefit from having a small amount of ticking damage added to it, as you can not even health pot since you are stuck at max HP.
The split soak feels weird to stun someone for 10s or have a stacking bleed. Seems like you’ll probably just tank soak the first one, and everyone soaks the second with a Revival for dispells, which seems unintended. I struggle to see a world where you choose to get any relevant part of the raid stunned for 10s unless it is tuned to the point 2 stacks of the debuff is unlivable.
Council; Fun, very chaotic, hopefully isn’t tuned too hard as it seems like a boss that would be unfun to hyper strategize. Could be some dangerous overlaps on Mythic if Bear + Deer is using Ultimate, so Bear won’t charge, but likely fixable by making Bear queue the charge instantly after becoming a Duck.
Nymue; This is definitely the weakest boss of the raid. For 80% of it, it feels like a classic boss. Stand still and hit. Mechanics feels very boring, drag dagger through line on floor, everyone else stand and hit.
Intermission could use the walls going down after killing the adds, as having everyone get 4-5 stacks going back in just feels weird.
Volcaross; Seemed fine? Very much a non boss atleast on both Normal and HC (When we tested that) Could use maybe a mechanic or two more, as it just turned into split the raid and dps for 5 minutes, with a soak every 1½ minutes or so.
Larodar; Really cool concept, only 2 pieces of feedback is the roots would be helpful to have on the bossframe, or atleast to be easier to target in some way, and P2 felt a little empty. Assuming the latter is fixed on higher difficulities with more happening.
Smolderon; Sick fight, personally would like either the phases being slightly longer or the mechanics actually being faster. Not a fan of the 2nd half of every P1 where pools spawn while all the circles are still out, makes keeping the room clean much harder, which doesn’t seem necessary on lower difficulities.
Tindral; Concept is cool, i know most of us feared the “Dragonriding Boss” when we heard it was coming, but it didn’t feel as bad as expected. There are however still a couple of issues. This was the boss we tested the most, due to it being much harder tuned and therefore didnt die in 1-2 pulls, and we also did HC testing friday so it was fresh in memory.
Timers were completely different on normal, don’t know if that is an intentional change to the boss/change between difficulities, but it felt weird.
Tank mushrooms needs to not happen 1s after roots. That would be fine on Mythic, it is not fine on normal.
The spawning circle for the fire beam + the stars + the small star swirlies all do no damage, yet the mushrooms oneshot and the beams themselves kill in half a second, feels very off that some avoidable damage is instadeath and some you could tank 20+ swirlies and not die.
Dragonriding phases felt very meh. It quickly became “DPS rush to boss healers/tanks pick up orbs”. The seed mechanic felt very boring, it was just running around for 4-5s.
Multiple people in my group had consistent issues of not being able to pick up feathers, and even past that, fire orbs in 2nd intermission would seemingly teleport around.