Tazavesh Timers (both Gambit and Streets) are very poorly tuned

It’s basically easier to time Dawnbreaker / Floodgate 9 than Tazavesh 6.

In Streets you put 5 bosses + lot of annoyong RP and give only 32 minutes.

Very incompetent dungeon tuning.

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Its just day 3 and people are already timing 14-15 streets.

With plenty of groups timing +12.

Seems like skill issues if you have problems there .

Even a garbage player like me Timed +8 streets just fine on complete 0 communication pug;)

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I think they increased the timer. I logged in today to find my untimed is now timed. did a 9 comfortably i think you can afford a minor wipe now but that’s about it.

Seem like a comment with 50% vanity, 50% toxicity and 0% of useful information.
You haven’t timed this dungeon higher than 6 and, apparently you do not even belong to garbage player category.

If you have some other brilliant comment to leave, pls leave it to yourself.

Yeah, looks like they were quick to tune down the timer, thankfully.
It still feels to me somehow worse than any other dungeon, but the tuning was a definite imrpovement.

i curious how do you check since even wow armory shows i have streets on +10 :slight_smile:

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Gambit timer is just fine, not sure what you are on about. I wouldn’t mind the last boss taking 50% more damage in the first phase though, this fight is taking incredibly long for a boss fight compared to other boss fights. The last boss first phase feels like it’s just pointless padding and adds unnecessary time to the fight. In fact, I dare say Gambit is one of the easier keys right now.

Streets is a different story though, the timer is still incredibly tight. I don’t think they can fix any of it except closing off the entire market area and make it a 4 dungeon boss.

I hate that music boss with a passion, and the entire area is just RP bs.

The dungeon has been nerfed at least once since my post, I think.
The biggest remaining issue for me seem the damage of pirate mobs before 2nd boss, it seems a bit over the edge.

Yeah, even after 2 sets of tuning streets remain a terrible dungeon. Waaay too much stupid RP bs, 5 bosses and inadequate timer. Every bloody boss (except for postman I think) has a lengty RP and having to think / sacrifice one person to start RP early to cut the timer doesn’t feel like a fun playstyle at all.

if the timer is tight in streets it means you dont pull agressive enough .

the old pulls from SL work well now .

people just need to learn / gear up to survive aggresive trash pulls.

gambit has exactly the same problems as it had in SL too - people not killing totems / overpulling and having 2-3 totems up at the same time , people not understanding how bosses work - like taking ofrever to put orbs in correct postiiton - people not positioning on 2nd boss for adds to be kileld by breath , and on last boss peopel derping and takiing 2-3 arrows to clear intnermission on 2nd phase of last boss / dying to arrows.

what you see now is exactly the same what was happening in SL

almost copy paste

No, the timer is tight because it went down a lot compared to SL. On top of that:

  • Market RP is no longer possible to rush because you have to clear the mobs and then have downtime to wait for the password
  • Oasis pulls with the music RP take an extremely long time because you simply can’t pull more
  • We’re doing big pulls where possible
    • first room we do with trash 2 pulls
    • hounds+dino or dino + cats
    • pull a few mobs into menagerie boss
    • mail in 1 pull
    • anything we pull on the square we do in 1 pull except miniboss

Luckily Blizzard came to their senses and added a few minutes more, and I think reduced the amount of music RP packs by 1, but I haven’t played it with those changes yet.

the only 2 issues i see with gambit is ppl either not remembering or not knowing how to do hooktail and the fact that the last boss just take way to long even when tyrannical isnt a factor

Hooktail adds need to be slowed by 15~20%. They are way too fast.

you do know they can be cced yes ?

its not blizard fault liek 3/4 of playerbase dont know their class toolkits.

You’re aware that not every tank has the CC of VDH right? The variation of duration and strength of DPS/Healer CC makes it difficult for the tank to predict where the beam is going to hit if you want to try and hit all of them.

Often enough I end up spamming fear to keep the mob away from DPS, and things like roots just break because these days too many classes have abilities that will just hit mobs you’re in combat with.

A 2~3s stun also isn’t enough with the wind-up time and then the time it takes to actually fire. Almost every +12~13 gambit I tried was bricked because 1 or 2 adds eventually make it through.

Not sure what changed with SL because we never had issues with the adds there.

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It’s my least fav fight by a wide margin.

There is no middle group with this fight, its either perfectly clean or a clusterfudge.

Also best just to ignore Lilith. Hes utterly mediocre and writes as if he wins the MDI solo. dOnT u KnOw U cAn cC!?

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i mean - are you gonna argue with the fact that they can be cced ?

regardless of how mediocre i am

No, I’m questioning the need to state the bleeding obvious in a manner thats unfailingly unhelpful. The person you are talking to is 2800 in the second week, do you think they’re unaware the adds can be cc’d?

Like your “pull more aggressively” :poop: post. “Oh, you’re struggling with the timer? Have you tried doing more damage?” “Oh, you’re dying in a pull, have you tried pressing a dEfEnSiVe?”

well i would bet that easily like 50-70 % of players who are in there didnt even think about ccing them even for a second

for most - "its the tanks job to aim properly and kill them all with breath "

half probably odnt even know they should position the adds somehow and dump it all on tank

That fight wasn’t obvious to figure out at all, and only managed to figure that one out by sheer luck. Once you get the mechanic, it’s a stupid easy fight.

I’ve done Tazavesh two times now, and I wish the mechanics were a little bit more obvious compared to all other dungeons. Outside that, they are fun dungeons to run though. Haven’t time’d them yet cause they are new to me, but now that I understand the mechanics, they don’t sound too hard to do.

The main problem on those adds are things like:

  • random CC making 1+ adds slower, making it so they don’t line up
  • 1 person having a bit of an awkward position leading to 1 add not lining up
  • cc instantly breaking, like I can spam fear but the add will never run back to the tank
  • cc not breaking, like 6s stuns making the adds not line up
  • DR cc making a CC not lasting long enough, especially when the add has already escaped before
  • cc/slow breaking just before the mechanic hits and the add just escapes out of the breath

It happens frequently that all adds are in the cone the entire time, but it takes so long for it to fire that they are no longer lined up. The wind-up time and then fire time after locking in is longer than the vast majority of CCs that don’t break on damage.

Often enough Mayhem will make Havoc go on a rooted target, or dots/random hits/will instantly break a CC that was just applied but had a weird overlap where the damage application isn’t instant.

Player CC just isn’t reliable enough for this kind of mechanic. Maybe it’s fine for the top 0.1% of keys, but not for the other 99.9%.