The mobs hit too hard, the last boss is probably one of the hardest dungeon bosses i have ever seen, in short both the adds and the last boss are overtuned.
Compare this to other dungeons and it’s pretty clear.
If you think otherwise, you’re wrong. No one cares about your ego, just get out of here seriously, i don’t wanna hear about how you are a pro mlg player and this somehow means that this dungeon is not above and beyond others in terms of difficulty. You people take too much pride in overcoming overtuned/bad game mechanics.
By the way, you’re not special, maybe instead of making this a contest of who’s the better player, to stroke your ego, you should actually think objectively, and compare this to other dungeons.
I said this, because i know for certain that there will be those people who say “maybe you’re just bad”. No, you just have no idea wtf you are talking about, or maybe you are too prideful to admit that it is overtuned, either way i don’t care what you think. Because you clearly haven’t given it much thought.
How does this compare to academy? Or shadowmoon? Or even azure archives? Or court of stars It’s clearly much more difficult.
Is not one of the easiest ones but by my experience some people don’t know small tricks who would make the run easier.
For example on the ring where you need to kill the 4 elements you can use the debuff he places on people (red circle around) to mess the adds.
On last boss, people normally rush the humanoid boss and not the dragon who is something very wrong, the dragon does more damage when is on the floor (the fire debuff who places pools hit 5 people instead of 3). When the humanoid boss mounts the dragon it’s becomes mostly only the grounded phase, when the boss is not mounted the dragon switch between the two phases and is targetable, so you need to nuke the dragon and cleave the humanoid.
Edit: In addition if you nuke the humanoid you lose the winds who help clear the room.
Yes, you have to focus the dragon more at the beginning so the last phase is easier, but this doesn’t change the fact that it’s still overtuned. Also walking into the fire not only damages you quite a bit, but also gives you another debuff which makes you spawn even more fire.
It’s not hard to see how this boss is clearly much more difficult than basically every other boss. i can’t think any other dungeon boss that is even close.
And then you have the adds that hit like a truck, especially that storm dragon.
I only did ruby as healer so far my main problem with that drake is that I feel the dodge window of the breath is too small, most of my group was taking it.
Or is the color/spell efect that is less noticable, i find way easier to dodge the fire dragon breath.
Last boss is almost all about tank positioning and the coordination of rest of the team with tank. If other members don’t know tanks play style and if damage is low for given difficulty, most likely it is a wipe.
Can’t say it is an easy dungeon but academy and Azure are way harder and tiring than ruby because they need extra focus.
Azure is more difficult than academy for sure, but neither are more difficult than ruby.
The last boss for azure is not easy, but it’s nowhere near as difficult as the last boss for ruby, and the adds for azure are mostly difficult at the start, then they become easier.
But ruby adds are very difficult throughout the entire dungeon, like unreasonably difficult, especially that storm dragon, that dude hits way too hard, that debuff is out of this world.
The party members shouldn’t hit by avoidables. Trash in this dungeon is easier than other new df dungeons because they are showing the mechanics to avoid and people have enough time to dodge them.
There are 3 main spots for encountering this boss
1 Balcony where boss stands
2 Left, where small elementals stay
3 Right where other small elementals stay before the boss.
If the area covered full of fire puddles and becomes hard to dodge, tank simply moves between those areas.
On and after M+ 10, you need aprox minimum 50kish damage for each damage dealers for a smooth encounter. It won’t happen with 38k st damaging mages. Not yet.
While RLP is one of the harder dungeons, it’s clearly not the one that will take the cake and win more curses from population. It just requires some level of attention and coordination to make it considerably easier, as almost everything that is dangerous in RLP, can be either kicked, stunned, purged, run away from, or mitigated.
On the last boss you make it more difficult for everyone when you waddle around chaotically and trap yourself behind amiles of aoes in unreachable places while you could just agree to slowly move as a group from high perch back to the entrance – or at the very least just always follow your healer. All three bosses suddenly become so much easier when people start to think about how they position their character and know how to properly bait mechanics. Which they actually do in higher keys.
On the other hand, TNO requires way, way more attention from all of your group members in literally every single pull you can make and almost all trash mechanics are extremely spammy and painful. Trash has a repeating FU answer for every role in the game so you can start feeling that somehow they personally hate you more in particular, and on top of that, you are constantly dealing with 6-8+ mobs in every second pull while in RLP you can safely get away with pulling no more than 3-4. In TNO you have to not only know and repeatedly react with stuns, kicks and mitigation but do so while dancing away from five different ground effects and also constantly picking up new targets out of chaotic mess of dozen moving and tangled up nameplates.
And still. Still, in terms of raw and undiluted trash damage, it is gonna be HoV that will take most WTFs.
These named proto drakes before the second boss are a massive pain with Fortified and enraging.
Especially the one that seems to start to Radiate unavoidable AoE when he is closing death.
The whole dung i made on +7 mythic and i don’t had a problem.
Before last boss we clear a trash around and focus guy before he leap on drake. Everything was ok.
Everything before a boss is about - let tank pull and don’t do dmg until he stop - Burst and take down big fire elementals - in same time tank try to taunt enemies and go out from exploding circle…easy. For only one position it must be pain wich is healer.
A couple of weeks in they are always over tuned. Happens every time 1. we don’t have the gear and 2. these things are never tested properly prior to release. These instances will get tuned eventually. Look back at Karazhan M+ 6 year + dungeon still not sorted.
What? What was the key level?
That’s like the least issue my groups ever had. It’s more about interrupt and/or ccing trash + last boss spams too much (and too often) the debuff that makes everyone spread the fire on the floor while it lasts way too long for this.
That’s an absolute free kill. Stand around the boss, don’t spread the adds too much and interrupt treant. Super easy ggwp.
in my experience as a healer this dungeon punish bad players hard. Boss mechanics are punishing , next week with tyrannical there will be tears. This week trash is obviously harder.
The upper ring adds are too crowded , quite often there are ninja pulls and it results in a wipe, tanks pulling a pack just when a drake spawns… even if players are good if the tank is not experienced you will get random wipes that hurt the group morale.
The fire elementals are hard to heal, as an evoker you want people to be stacked and many people don’t understand this so is hard to aoe heal, even if you tell them to stack some people won’t, and people get hit but avoidable damage and firebreaths that nuke them 100-0 constantly.
So far is the only dungeon i’ve had leavers and depleted keys, managed to finish it sometimes with good people, with the average player is always a hard key.
Well, like I said last season when people were complaining about dungeon imbalances: I don’t understand your point?
Sure, maybe they’re imbalanced, but so what? They’re not competing against one another, either directly or indirectly. The only problem is the key system itself (you’ll have to lower it if you get it randomly or accept having a “dead key”) but this is easily remedied by changing how they keys themselves work instead of spending tons of time every season balancing the dungeons against one another. It makes no sense.