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Various trash packs in the raid seem to be moving out of combat at their run speed instead of their walk speed. Easily fixed with sniffs, I'll probably do that.
Few mobs throughout the raid seem to be casting their spells twice as often as they should, but those seem to have already been reported as far as I've seen.
Coilskar Geyser summoned by Coilskar Sea-Caller is targetable, doesn't look like it should be.
Leviathan's Debilitating Spray (and possibly other spells) interruptible, may be worth double checking.
Last trash pack (aside from Aqueous Lords) in front of Naj'entus can vary run to run, no idea if that's reflected on AC or not. They also don't respawn if only one member is killed and the group evades, not sure if correct behavior.
Might want to double check Shadowmoon Reaver's Spell Absorption interaction with DoT effects, currently applies a stack of Chaotic Charge for every tick of the DoT.
The Shadowmoon Weapon Master likely need their behavior double checked.
The trash in the Reliquary of Souls hallway does not seem to respawn at all. They should respawn.
Tuning comments on trash mobs
Trash overall tends to die pretty quick and not pose much of a challenge unless serious mistakes occur. In my opinion, tuning on trash is pretty good, though some damaging spells could see a nerf, such as the Aqueous Spawn's Sludge Nova.
The pack of Naga/Aqueous Surgers before Naj'entus did give a bit too much of a challenge. Every mob in that pack melees for 4-8k damage in addition to their spells dealing a sizeable chunk of damage.
Mechanics comments on High Warlord Najentus
Mechanics seemed good on Naj'entus, everything seemed to work as expected as far as we could tell.
Tuning comments on High Warlord Najentus
Tuning seemed good, posed a decent challenge if you don't know mechanics, breaking the shield seemed to deal about half health in damage to our lower HP members. As Solaris's runs found, he seems relatively easy, but he was also apparently easy on official servers as well.
Time to kill: 3:53 compared to 3:25.
Mechanics comments on Supremus
Fire does not seem to behave quite as it should, still needs evaluation. Charge might need investigation.
Tuning comments on Supremus
Volcano damage seems to be a bit overtuned, clothies got hit twice and died in our run, plate-wearers got hit three times to die. Both should take about three hits to die from what I've seen of TBCC runs. Health might be a bit high given all the movement required by mechanics.
Time to kill: (Inaccurate due to wipe scenario and damage command use) 6:09 compared to 4:56.
Mechanics comments on Shade of Akama
Sorcerer AI breaks very easily, any sort of stun will cause them to exhibit incorrect behavior.
Tuning comments on Shade of Akama
Mob health and time to kill seems high when compared to TBCC. Not going to say it needs a nerf, but if it moves in either direction, I'd recommend a nerf, as it does seem a touch more difficult than it is supposed to be.
Time to kill: (Inaccurate due to wipe scenario) 3:10 compared to 1:49.
Mechanics comments on Teron Gorefiend
Wiping on Gorefiend seems to break his script, as he no longer casted any spells on our subsequent attempts. He also didn't close the door to his chamber, but I suspect that issue was due to inorganic resetting of the fight on the raid group's end. May want to double check if dying before the debuff finishes is supposed to carry the effect, as it currently does on CC.
Tuning comments on Teron Gorefiend
Tuning seems fine, but health seems high purely from a time spent perspective.
Time to kill: (Unavailable due to wipe followed by broken script) compared to 3:39.
Mechanics comments on Gurtogg Bloodboil
Our raid group did experience the Bloodboil being cast in his fixate phase, but this has been fixed since our run.
Tuning comments on Gurtogg Bloodboil
For what this fight is, his health feels extraordinarily high. As well, his damage generally is too high, but especially in his fixate phase. If a class that doesn't have decent defensive cooldowns gets fixated, the raid is almost guaranteed to wipe. This needs a nerf.
Time to kill: (Unavailable due to wipe scenario) compared to 4:40.
Mechanics comments on Reliquary of Souls
The movement for Essence of Suffering makes the proximity aggro mechanic difficult to work with. Likely needs investigation. We did see an extremely fast cast of Deaden from the Essence of Desire at one point, no idea what caused it.
Tuning comments on Reliquary of Souls
Essence of Suffering seems fine with tuning, various soak targets had low health towards the end of his health pool, a couple deaths here and there, looks challenging but doable.
Essence of Desire damage reflection could use a nerf, it is very easy, especially for some classes, to just die from doing their rotation. I would also say that she could use a health nerf as well, as sustaining the damage and healing both for as long as is currently required does not seem realistically feasible.
Essence of Anger's Spite tends to do more damage than I'd argue it should. Getting a Spite ever in the fight tends to kill the target, whereas on TBCC runs it seems to at least be relatively consistently survivable the first couple casts. Soul Scream also is quite unforgiving, though it does seem to be a "stay behind the boss" type mechanic. I would also argue it, again, has too much health.
Time to kill: (Inaccurate due to wipe scenario and damage command use) 8:14 compared to 6:38.
Mechanics comments on Mother Shahraz
Did not have time to attempt.
Tuning comments on Mother Shahraz
Did not have time to attempt.
Mechanics comments on The Illidari Council
Did not have time to attempt.
Tuning comments on The Illidari Council
Did not have time to attempt.
Mechanics comments on Illidan Stormrage
Did not have time to attempt.
Tuning comments on Illidan Stormrage
Did not have time to attempt.
Overall comments on raid mechanics
Overall, the instance is doing quite well in terms of bugs, however there are definitely some outstanding issues that need correcting before release, such as Gorefiend's script breaking if the group wipes.
Give a rating out of 10 for the state of the mechanics in the raid
6
Overall comments on tuning
Tuning in its current state can easily put a wall between most raid groups and the Den of Mortal Delights, locking them to a 5/9 clear at best. Bloodboil and Reliquary are the biggest offenders right now, both in terms of outgoing damage and health. Time to kill is yet again longer than the TBCC reference as it has been for possibly every TBC raid up to this point. (Walking up to Gorefiend, a couple members immediately recoiled at his health for example) Trash is quick to kill, which I'd say is good given the size of the instance and the speed similarity with TBCC.
Give a rating out of 10 for the state of the tuning in the raid
4
The text was updated successfully, but these errors were encountered:
This entire report was written under the assumption that the current tuning on the PTR was intended for the mythic difficulty. If intended for the normal difficulty, basically everything is overtuned.
Run recording, combat log
Time to kill comparison is done to TBC Classic guild clear speed as recorded by Warcraft Logs, specifically the 50th percentile from the date range of Feb. 14th to Feb. 21st.
Mechanics comments on trash mobs
Various trash packs in the raid seem to be moving out of combat at their run speed instead of their walk speed. Easily fixed with sniffs, I'll probably do that.
Few mobs throughout the raid seem to be casting their spells twice as often as they should, but those seem to have already been reported as far as I've seen.
Coilskar Geyser summoned by Coilskar Sea-Caller is targetable, doesn't look like it should be.
Leviathan's Debilitating Spray (and possibly other spells) interruptible, may be worth double checking.
Last trash pack (aside from Aqueous Lords) in front of Naj'entus can vary run to run, no idea if that's reflected on AC or not. They also don't respawn if only one member is killed and the group evades, not sure if correct behavior.
Might want to double check Shadowmoon Reaver's Spell Absorption interaction with DoT effects, currently applies a stack of Chaotic Charge for every tick of the DoT.
The Shadowmoon Weapon Master likely need their behavior double checked.
The trash in the Reliquary of Souls hallway does not seem to respawn at all. They should respawn.
Tuning comments on trash mobs
Trash overall tends to die pretty quick and not pose much of a challenge unless serious mistakes occur. In my opinion, tuning on trash is pretty good, though some damaging spells could see a nerf, such as the Aqueous Spawn's Sludge Nova.
The pack of Naga/Aqueous Surgers before Naj'entus did give a bit too much of a challenge. Every mob in that pack melees for 4-8k damage in addition to their spells dealing a sizeable chunk of damage.
Mechanics comments on High Warlord Najentus
Mechanics seemed good on Naj'entus, everything seemed to work as expected as far as we could tell.
Tuning comments on High Warlord Najentus
Tuning seemed good, posed a decent challenge if you don't know mechanics, breaking the shield seemed to deal about half health in damage to our lower HP members. As Solaris's runs found, he seems relatively easy, but he was also apparently easy on official servers as well.
Time to kill: 3:53 compared to 3:25.
Mechanics comments on Supremus
Fire does not seem to behave quite as it should, still needs evaluation. Charge might need investigation.
Tuning comments on Supremus
Volcano damage seems to be a bit overtuned, clothies got hit twice and died in our run, plate-wearers got hit three times to die. Both should take about three hits to die from what I've seen of TBCC runs. Health might be a bit high given all the movement required by mechanics.
Time to kill: (Inaccurate due to wipe scenario and damage command use) 6:09 compared to 4:56.
Mechanics comments on Shade of Akama
Sorcerer AI breaks very easily, any sort of stun will cause them to exhibit incorrect behavior.
Tuning comments on Shade of Akama
Mob health and time to kill seems high when compared to TBCC. Not going to say it needs a nerf, but if it moves in either direction, I'd recommend a nerf, as it does seem a touch more difficult than it is supposed to be.
Time to kill: (Inaccurate due to wipe scenario) 3:10 compared to 1:49.
Mechanics comments on Teron Gorefiend
Wiping on Gorefiend seems to break his script, as he no longer casted any spells on our subsequent attempts. He also didn't close the door to his chamber, but I suspect that issue was due to inorganic resetting of the fight on the raid group's end. May want to double check if dying before the debuff finishes is supposed to carry the effect, as it currently does on CC.
Tuning comments on Teron Gorefiend
Tuning seems fine, but health seems high purely from a time spent perspective.
Time to kill: (Unavailable due to wipe followed by broken script) compared to 3:39.
Mechanics comments on Gurtogg Bloodboil
Our raid group did experience the Bloodboil being cast in his fixate phase, but this has been fixed since our run.
Tuning comments on Gurtogg Bloodboil
For what this fight is, his health feels extraordinarily high. As well, his damage generally is too high, but especially in his fixate phase. If a class that doesn't have decent defensive cooldowns gets fixated, the raid is almost guaranteed to wipe. This needs a nerf.
Time to kill: (Unavailable due to wipe scenario) compared to 4:40.
Mechanics comments on Reliquary of Souls
The movement for Essence of Suffering makes the proximity aggro mechanic difficult to work with. Likely needs investigation. We did see an extremely fast cast of Deaden from the Essence of Desire at one point, no idea what caused it.
Tuning comments on Reliquary of Souls
Essence of Suffering seems fine with tuning, various soak targets had low health towards the end of his health pool, a couple deaths here and there, looks challenging but doable.
Essence of Desire damage reflection could use a nerf, it is very easy, especially for some classes, to just die from doing their rotation. I would also say that she could use a health nerf as well, as sustaining the damage and healing both for as long as is currently required does not seem realistically feasible.
Essence of Anger's Spite tends to do more damage than I'd argue it should. Getting a Spite ever in the fight tends to kill the target, whereas on TBCC runs it seems to at least be relatively consistently survivable the first couple casts. Soul Scream also is quite unforgiving, though it does seem to be a "stay behind the boss" type mechanic. I would also argue it, again, has too much health.
Time to kill: (Inaccurate due to wipe scenario and damage command use) 8:14 compared to 6:38.
Mechanics comments on Mother Shahraz
Did not have time to attempt.
Tuning comments on Mother Shahraz
Did not have time to attempt.
Mechanics comments on The Illidari Council
Did not have time to attempt.
Tuning comments on The Illidari Council
Did not have time to attempt.
Mechanics comments on Illidan Stormrage
Did not have time to attempt.
Tuning comments on Illidan Stormrage
Did not have time to attempt.
Overall comments on raid mechanics
Overall, the instance is doing quite well in terms of bugs, however there are definitely some outstanding issues that need correcting before release, such as Gorefiend's script breaking if the group wipes.
Give a rating out of 10 for the state of the mechanics in the raid
6
Overall comments on tuning
Tuning in its current state can easily put a wall between most raid groups and the Den of Mortal Delights, locking them to a 5/9 clear at best. Bloodboil and Reliquary are the biggest offenders right now, both in terms of outgoing damage and health. Time to kill is yet again longer than the TBCC reference as it has been for possibly every TBC raid up to this point. (Walking up to Gorefiend, a couple members immediately recoiled at his health for example) Trash is quick to kill, which I'd say is good given the size of the instance and the speed similarity with TBCC.
Give a rating out of 10 for the state of the tuning in the raid
4
The text was updated successfully, but these errors were encountered: