Xal'atath's bargain: Oblivion. Worst Affix of the four

Greetings.

I came here to share my experience with this Affix, and see if others feel the same way.

Problems with the affix:

- Spawn locations.

- Overlap with mechanics.

- Failure with mechanic.

Spawn Locations.

This affix, unlike the rest, has a problem with the way it spawns. While the first one we saw of these affixes (Xal’atath’s bargain: Ascendant) did also spawn in an unconventional way, the positioning of Oblivion is far more dangerous for keys.

Ascendant, as affix, spawned 10 orbs of cosmic power that needed to be CC’d before they ran out of time of cast. That was very much doable thanks to them being stacked togheter, and allowing classes with mass CC to deal with them.

Oblivion, instead, is much more chaotic. In an encounter like Tred’ova, the Affix is notorious for spawning in all possible directions, Causing the players to split and go too far away from the healer to absorb the orbs, most times dying to such. If they don’t, they will probably die thanks to the boss’ empowerment soon after.

It’s a huge problem, in my eyes, because most times it leads either to death from being too far from healer to absorb orb, or from the boss’ empowerment wiping the group and causing the key to fail. (EXPECIALLY in +7 keys and onwards, but Challenger’s peril is another topic that needs to be taken).

Overlap with Mechanics.

Another problem with this affix is how it behaves on certain boss mechanics.

In ecounters like Tred’ova, High Speaker Eirich, Master mechanics, Erudax, Throngus, Anub’zekt, Avanoxx and more, this affix is VERY destructive, given how some of the boss mechanics make it stupidly difficult to complete.

Most of the bosses have mechanics that place damaging pools on the ground, that, in very high keys, means that if you stand in them for a split second, you find yourself on the brink of death. The orbs, most times, given their spread out nature, cause the players to either accept the empowerment on the boss, or attempt to claim the orbs, most likely dying in the process.

There’s also an issue with the mobs that are spawned by said bosses, that most times require the group to run away from them, given they Fixate on anything that isn’t the tank. These mobs can easily grab the orbs and screw up the fight, leading to yet another failure.

Ki’katal has another problem with the affix too, given in one of the phases it’s -required- for you to take upon a puddle to freeze you in place. If not, you are going to die thanks to the pull. This mechanic can be avoided by a deathknight, but having only one class able to ddo that seems rather silly.

Failure with Mechanic.

Failing this affix is very punishing, expecially on Tyrannical week. The +10% damage for each orb that reaches the mobs or boss can easily make the group die, thanks to the high amount of damage.

I understand that it needs to be punishing for a reason, but compared to the others, the punishment is far too great, expecially for the reasons listed above.

Possible Solutions.

Spawn location.

Have the orbs spawn close to each other. Do not make them too spread out, but neither too little. Create an small circle that’s 10 yard wide, and make all the orbs spawn within it. This way, the affix is less likely to require the group to split up far too much.

Overlap with Mechanics.

The solution given for Spawn locations applies here too. This way, the boss can be mooved in a way that won’t require peeps stepping into pools necessarely to soak these orbs.

Alongside this, for bosse like Anub’zekt, it would be best to have the orbs spawn within a cone in front of where the mobs are facing. This way, the players will still need to moove, but they won’t need to risk their life uselessly to try and deal wit hthe mechanic.

Failure with mechanic.

If the solutions above are implemented, then this part needs little fixing, other than reducing a little the empowerment given to the boss. Instead of 10%, the damage increase could be by 5%. It will still pose a threath in keys, but won’t destroy the run in case some players are required to stay idle.

Conclusion

The affix itself needs adjustments, and many. If those are implemented, then this affix could be the same as the others and not demotivate players from playing during weeks with this affix.

3 Likes

I believe more classes can counter it, with Blink-like abilities giving the grip the middle finger. I can bubble it, and anyone I give Blessing of Spellwarding to can stand wherever they want for 10 sec. In both situations, balls could be grabbed as well; it wouldn’t just be “you don’t need to root yourself”.

But yeah, the affix is bonkers. I’ve had many situations where it seemed like the only real solution was to ride off into the fire with an immunity. Feels like it requires too much anticipation and improvisation.

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.