With hotfixes that will go live during scheduled weekly maintenance this week (tomorrow, 10 February in this region), we will make the following tuning adjustments to many dungeon and raid encounters.
Dungeons and Raids
De Other Side
Mythic Keystone timer increased to 43 minutes (was 41 minutes).
Hakkar
Son of Hakkar melee damage reduced by 50%.
Blood Nova damage reduced by 20%.
Dealer Xy’exa
Arcane Lightning damage reduced by 25%.
Necrotic Wake
Nalthor the Rimebinder
Champion’s Boon duration increased to 30 seconds (was 15 seconds).
Spires of Ascension
Ventunax
Dark Stride duration decreased to 15 seconds (was 20 seconds).
Theater of Pain
Xav the Unfallen
Health reduced by 10%.
Castle Natrhia
Artificer Xy’mox
Glyph of Destruction damage reduced by up to 20%, depending on group size, on Raid Finder, Normal, and Heroic difficulties.
Withering Touch damage reduced by up to 20%, depending on group size, on Raid Finder, Normal, and Heroic difficulties.
Sun King’s Salvation
Soul Infusers, Vile Occultists, Bleakwing Assassins, Pestering Fiends, and Rockbound Vanquishers’ health reduced by 10% on Raid Finder, Normal, and Heroic difficulties.
Lady Inerva Darkvein
Lady Inerva Darkvein now throws fewer bottles for smaller raid sizes, scaling from 1 to 3 (was 2 to 3) on Normal difficulty, and scaling from 2 to 4 (was 3 to 4) on Heroic difficulty.
Anima Web now does up to 20% less damage for raids with fewer than 30 players on Normal and Heroic difficulties.
Shared Suffering now does up to 20% less damage for raids with 10 players on Normal and Heroic difficulties.
Base health for Conjured Manifestations and Harnessed Specters is now lower for raids with fewer than 30 players on Normal and Heroic Raid difficulties.
Sludgefist
Fixed an issue that caused Chain Slam damage to not scale correctly with group size on Heroic difficulty.
Chain Slam damage reduced by up to 35%, depending on group size, on Heroic difficulty.
Colossal Roar damage reduced by up to 20%, depending on group size, on Raid Finder, Normal, and Heroic difficulties.
Stone Legion Generals
Overall damage scaling updated, with damage having been decreased by 25% for 10-player raids and increased by 10% for 30-player raids on Raid Finder and Normal difficulties.
Overall damage scaling updated, with damage having been decreased by 33% for 10-player raids and increased by 17% for 30-player raids on Heroic difficulties.
Stone Legion Goliath health decreased 11.1% on Mythic difficulty.
Stone Legion Skirmisher health decreased 10% on Mythic difficulty.
Heart Rend now targets 1 to 3 players, scaling from 10 to 30-player raid sizes, on Heroic difficulty.
Seismic Upheaval now targets 4 to 10 players, scaling from 10 to 30-player raid sizes, on Normal and Heroic difficulties.
Seismic Upheaval now targets 3 to 5 players, scaling from 10 to 30-player raid sizes, on Raid Finder difficulty.
Wicked Laceration damage now scales with the number of players on Normal and Heroic difficulties
Sire Denathrius
Crimson Cabalist health reduced by up to 10%, depending on group size, on Raid Finder, Normal, and Heroic difficulties.
Additionally, with a hotfix that is now live, Nadjia’s Familiar Predicaments will no longer unintentionally reduce the duration of Dancing Fever.
Hahaha,
even players every day getting more and more gear
even players every day are more skilled with practicing game mechanic and getting better
this “Blizzard” decided to trivialise many encounters in raid and M+ to allow good for nothing LFR boys (except to pay sub with parents money) to do higher difficulty M+ and raid…
I only hope this “Blizzard” will not ruin Classic TBC like they did with Classic Vanilla with layers, world buffs and nerfs…
And yes, world buffs were in old game but game was harder because in 1.1++ we didnt have 16 debuff slots, we didnt have post Naxx improved blue and epics (in Classic we got those since beginning) and without tons of nerfs so ppl died often in old time and noone care about W buffs…
Now most of “hardcore” guilds can not kill half of Naxx without Wbuffs… funny…
Players would not care if you were to add Valor Points / PvE vendor to game. Nerfs / tunning for dungeon always welcome but more progress on gear = more progress on M+.
I saw this DoS tuning happening a mile away - my group routinely scrapes through Hakkar by the skin of our teeth every single run and barely met the timer even with no wipes. Dealer always did way too much damage.
It’s still a broken dungeon - it’s far too long, if your timer requires 43 minutes you know you’ve *'d up. On top of that, Manastorms are fundamentally broken from a design perspective (“Hey let’s stop DPS for 25seconds or we won’t be able to interrupt Millie’s group wipe mechanic!”) with way too much emphasis on classes that can bypass AoE caps in the Ardenweald section.
I’m so glad I have my 15 done so I never “have” to do this rubbish place again.
I welcome the work put in for dungeon or raid tuning compared to the aura buff post from class balance team.
But this will not boost attendance of these instances as they are just not rewarding the time and effort you put in, hence no point doing more than you need to.
For last three weeks, I even reduced to just raid logging on my main as it is chill and fun to run raid with guildies. Pugging is just way too toxic with full sorts of harassment and the “go go go” mentality.
They’ve already said they’ll be announcing some changes for 9.1
I’d rather hear a good system once it’s ready to be public opposed to ideas / possibilities before they’re able to deliver.
I agree the loot system sucks but I don’t think they’ve demonstrated a lack of communication.
Nerf the dungeons/raids repeatedly and often as you like, but the real reason people aren’t making the effort anymore because you made loot almost impossible to get in there.
You could tweak them to the point that a ilvl 158 person could solo a M15+/solo mythic raid, but if the loot was still bad your participation levels would be 0.00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001% still