Painsmith Raznal is overtuned on normal

Hey there,

Just did this fight with 2/4/10 with an average raid ilvl of 220. We’re also all decently skilled players (not perfect, but definitely not bad). There’s a couple of ability on this fight that are overturned.

The first is the big tank aoe with the damage dropoff. If the tank is in the corner and the raid is in the centre, the entire raid will drop to about 50% hp. This is a massive strain on healer mana throughout the fight. When we did it this way, healers were oom when the boss was at around 20-25% hp.

On our kill, we had everyone run to the other end of the room, and we managed to finish the fight around the same time the healers went oom. 4 decently skilled and over-geared healers shouldn’t be going oom in a normal 16man encounter unless the dps is half AFK.

The other is the moving spike balls. The orbs only died in good time with callouts, a motivational talk, and all of our DPS basically instantly snapping to the orbs when they came up. Without this, half the time our tanks didn’t really have much time to leap to the far corner. The timing is far too tight for a normal encounter.

If this were a heroic fight or a penultimate boss, it’d make sense. To put it in a bit more perspective, my guild one shot the other bosses with a brief 20-second tactic talk half of us didn’t listen to… and then suddenly this boss randomly takes us 9 wipes.

Really enjoyed it though. Great fight, well designed. Cheers for reading.

RIP pugs everywhere, painsmith will bring the pain.

here’s our logs. Tear them apart if you want, but there’s no way we played bad enough to be having anything near a hard time on a normal boss. https://www.warcraftlogs.com/reports/Ymw4FR7f3XPTxaDv/#fight=last&type=summary

Edit: The damage of the tank ability could do this big damage we were originally getting, but the intermission phase with the constant spikes needs to change. Just reducing the passive aoe raid damage (and maybe slowing down the spikes) would allow healers to regen their mana to sufficiently heal the fight.

Just use Aura Mastery etc and you don’t drop that far also you can just bop the tank and he can walk through the orbs. Soulshape flicker, Venthyr Port etc work too. You shouldn’t go oom I’m that fight. If you do, people take avoidable damage from spikes etc.

I think you’ve completely missed my point.

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No you just didnt read. IF the raid drops to 50% its also a fail of your raiders because they could just use personals. Same that the healers could use cds…

Yep. And we do.

My point isnt that it’s not enjoyable or that there shouldn’t be any challenge, my point is that for what it is, and comparing it to the other bosses, it’s overtuned. I don’t think it’s blizzards intention for it to be this difficult.

Maybe it’s fine as 20 man, but it’s 100%overtuned at 15. I’m also imagining its going to be borderline impossible for the average 10 man team.

It’s a normal mode boss but felt more like heroic.

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This is Blizzard’s attempt to time-gate the half the raid. They’ll nerf it in a month or two so it’s doable. At least 20 wipes now in different pugs on normal, fkn ridiculous. I’m not sure why a mid-tier normal boss is supposed to be harder than heroic SLG.

Use defensives and personals better … And to your DPS being half AFK …

Your 2 BM hunters were top. You had 5 DPS doing less than 3k despite being alive. They were half AFK.

cleared 9/10 normal 3 hc day 1, spent god knows how many wipes on HC but got it to 10%, it is very doable BUT you HAVE to time the healing CDs correctly, and like Xymoz just dodge unnessecary damage and all is great. Normal is literally a brain check, not overtuned. Heroic easily could count as a mythic level boss but the transitions are very simple.

BUT I WILL SAY, some comp sizes will perform better than others it seems.

having more ranged than melee would make it easier, though having more than half melee, the fight can become impossible even, or atleast extreamly hard.
personaly I would make it so the balls pushes you off the platform instead of killing you as they do now, would make it lil easier but still a dps check, as it is now the fight will be more or less full ranged and no melee, specialy in pugs.

I haven’t seen anyone mention it but he’s bugged, sometimes he will cast the tank buster “twice” in the same throw, you will notice that sometimes he says the dialogue twice and the tank will get 2 stacks. Details will only show 1 hit but it does double damage it sucks because people at 50-60% who would otherwise live just get killed, he will be way easier when it’s fixed

Glad this isn’t only a one-issue. On a good try, he doesn’t seem to backhand the tanks as harshly and apply said stacks so fast, but on most, he does it and tanks end up having to cover such an insane move.

Not sure if it is intended for him to tankbuster, debuff, tankbuster, debuff in quick succession sometimes, but eh…

Rest of the other issues such as the traps seem more like something to get used to rather than an overtuned thing.

The point is not that it’s an impossible boss to do, the point is it’s significantly harder then the bosses before and after it on normal, which is clearly unintended.

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