Dungeon and Raid Tuning and Updates This Week

With scheduled weekly maintenance in each region this week, we’re deploying a slate of adjustments and fixes to Dungeons and the Castle Nathria raid. Our goals are oriented around eliminating some pain points while reducing difficulty in encounters that have shown themselves to be frustrating.

Dungeons and Raids

  • Manifestation of Pride (Prideful Affix) now sees through Stealth and Invisibility effects.
  • Plaguefall
    • Margrave Stradama
      • Plaguebound Devoted health and damage reduced by 40%.
      • Reduced the cast frequency of Infectious Rain during her final phase.
      • Slightly adjusted the timing of Plague Crash so there is a little more time between tentacle slaps.
  • Sanguine Depths
    • Fixed an issue where flying Chamber Sentinels would fail to contribute Enemy Forces requirements on Mythic Keystone difficulty.
    • Kryxis the Voracious
      • Severing Smash damage reduced by 20% on all difficulties.
      • Essence Absorption damage reduced by 20% on Mythic difficulty.
    • Executor Tarvold
      • Fleeting Manifestation health reduced by 20%.
  • Spires of Ascension
    • Lakesis, Klotos, and Astronos are no longer affected by Mythic Keystone affixes that trigger on death (example: Sanguine).
    • Lakesis, Klotos, and Astronos Oppression now increases damage taken by 1% per application (was 2%).
  • The Necrotic Wake
    • When Bloody Javelin and Discharged Anima hits more than eight enemies, the total damage is distributed evenly across all targets.
    • Kyrian armaments (Bloody Javelin, Discarded Shield, Discharged Anima, and Forgotten Forgehammer) now persist through death.
    • Brittlebone Crossbowman damage reduced by 20%.
    • Fixed an issue where Brittlebone Crossbowman’s Shoot was ignoring armor.
    • Brittlebone Warrior damage reduced by 20%.
    • Brittlebone Mage’s Frostbolt Volley damage reduced by 20% and cast time increased to 3.5 seconds (was 2.5 seconds).
    • Brittlebone Mage’s Frostbolt damage reduced by 36% and cast time increased to 2.5 seconds (was 2 seconds).
    • Corpse Harvester health reduced by 29%.
    • Corpse Collector health reduced by 29%.
    • Stitched Vanguard health reduced by 14%.
    • Nar’zudah’s health reduced by 20%.
    • Skeletal Monstrosity’s health reduced by 20% and melee damage reduced by 25%.
    • Loyal Creation health reduced by 24%.
    • Kyrian Stitchwerk health reduced by 25% and melee damage reduced by 17%.
    • Blightbone
      • Carrion Worm’s Blood Gorge applications required to trigger Carrion Eruption increased to 5 (was 3).
    • Amarth
      • Reduced the range skeletons are summoned during Land of the Dead.
      • Unholy Frenzy attack speed bonus reduced by 20%.
      • Reanimated Warrior damage reduced by 20%.
      • Reanimated Crossbowman damage reduced by 20%.
      • Reanimated Mage’s Frostbolt Volley damage reduced by 20%
      • Reanimated Mage’s Frostbolt Volley damage reduced by 36% and cast time increased to 2.5 seconds (was 2 seconds).
    • Surgeon Stitchflesh
      • Embalming Ichor duration reduced to 1 minute (was 6 minutes).
  • Castle Nathria
    • Council of Blood
      • Dreadbolt Volley damage reduced by up to 20% in smaller raid sizes in Raid Finder, Normal, and Heroic difficulties. Damage will remain the same in 30-player raids.
      • Drain Essence damage reduced by up to 20% in smaller raid sizes in Raid Finder, Normal, and Heroic difficulties. Damage will remain the same in 30-player raids.
      • Dark Recital duration reduced to 6 seconds on Normal and Heroic difficulties (was 7 seconds).
    • Sludgefist
      • Colossal Roar damage reduced by 10% on Mythic difficulty.
      • Chain Slam damage reduced by 35% on Mythic difficulty.
      • Chain Bleed damage reduced by 35% on Mythic difficulty.
    • Stone Legion Generals
      • Stone Legion Goliath health reduced by 10% on Mythic difficulty.

      • Stone Legion Goliath’s Ravenous Feast cooldown increased by 6 seconds on Mythic difficulty.

      • Stone Legion Skirmisher health reduced by 6% on Mythic difficulty.

      • Serrated Swipe, Serrated Tear, and Stone Fist’s range increased to 100 yards (was 10 and 20 yards).

      • Serrated Tear and Stone Fist damage reduced by 20% on Mythic difficulty.

      • Heart Rend’s range increased to 300 yards (was 10 yards).

      • Heart Rend no longer applies Heart Hemorrhage to the player who dispelled the Magic effect on Mythic difficulty.

      • General Kaal and General Grashaal’s spell cooldowns now reset with phase changes.

      • Volatile Stone Shell absorb shield decreased by 20% on Mythic difficulty.

With the Stone Legion Generals fight, in addition to slightly reducing overall difficulty, we’re making changes to make it feel more consistent between attempts. This means that while certain abilities are no longer avoidable, their impact together with other abilities should be more realistic to manage, and the order in which they occur should be more reliable.

3 Likes

After seeing ridicilously 5 Nightelves resetting it you finally fix something can not be abuseable by Racial stuff. Funny i was expecting to no nerf for it and let some cash flow via Racial Change Service.

You need to change loot from M+ or/and add Valor Points which should help to avoid RANDOM RNG LUCK gearing instead of forcing them to PvP.

Regards.

8 Likes

So the 3 dungeons that were considered hard because of either some trash or bosses all got nerfed, NW now probably easiest dungeon with mist.

3 Likes

So basically you removed any kind of challenge from this game with these changes. Loot still does not drop from bosses and Mistweavers are oom all the time. Glad I unsubbed. :rofl:

2 Likes

When dungeons and raids get more work on than the pvp.
Hell even Pet battle get more patched up.

Those are some.substantial nerfs to mythic castle…did a certain devs guild get stuck?

2 Likes

Any class tuning for pve on the horizon?

Mission table ever going to get sorted? As a Kyrian I’m having a horrible time leveling my Champions when even the ‘easiest’ missions are hard… :frowning:

4 Likes

The devs apparently told world first racing guilds that the encounter was not finished and buggy so it’s not a surprised to see it get attention.

Bye then :slight_smile: :slight_smile:

It was affecting both the dispelled and the dispeller, really?

Im back after last patch comes out because before that its still on beta stage.

Tbh i think the dungeons are fine. Nothing to hard. Everything depends on how you play it. There was no reason to nerf Necrotic Wake that hard. Even Sanguine was fine.

1 Like

Wrong Charackter :smiley:

I do think the frost mages during 2nd boss were unreasonably strong, otherwise I agree.

I honestly disagree with this change, I don’t even play Night elf, but this change is unhealthy for the game.

Finally…that big boy hits like a damn truck on high way.

3 Likes

NW will probably still remain as one of the worst dungeons to run even with those changes. Because that’s how overtuned it currently is.

So people were complaining about the difficulty? I did not notice but I am not checking forums so often so perhaps I missed that. I never considered difficulty to be high. It was just that many players are really bad.

I liked NW. Too bad they killed it. Everyone will just rush through it now ignoring all the mechanics.

Not if you reset your Tenderize stacks. This is why we can’t have anything that needs any kind of thinking in dungeons cause mobs who give you a physical dmg increase taken debuff apperently “hits hard”