Could not help but to laugh when I saw the front page today with all of the test realm changes to dungeons etc.
Is it REALLY needed with the upcomming gear inflation? People are already blowing through heroics, and these new changes just make it silly.
Examples.
•Bleeding Wound damge from General Umbriss has been lowered by 20%.
•Malignant Trogg now moves more slowly.
•Encumbered damage bonus from Forgemaster Throngus has been reduced by 50%.
•Invoked Flaming Spirits should prefer non-tank targets to fixate on.
•The Twilight Flame Patch from the Twilight Drake has been removed.
This pretty much takes any thinking out of all of the Grim Batol encounters. (Not that there was much to begin with). But now, we can pretty much not have to worry about moving away from 'Bad stuff' and tanks on Throngus are pretty much going to have it on easy mode. (Having to move asap will no longer be an issue). And getting rid of the drake trash ground breath?? REALLY!?!?
•Ground Slam now has a pre-cast visual on the ground in front of Ozruk. In addition, Ground Slam's damage and radius have been reduced.
•High Priestess Azil's Seismic Shard now has a more obvious warning visual.
Nowhalf of this I can understand. Some tanks had a hard time figuring out where to move to as there is no real visual on Ozruk for GS. But to cut the dmg in half? Tanks will now be able to just pop a CD and soak it. So long using any skill on that encounter.
Also, if you could not dodge rocks on Azil by now, you have some serious problems...
•Gilgoblin Hunters' Poisoned Spear direct and periodic damage has been reduced.
•Gilgoblin Aquamages' Tsunami damage has been reduced.
•Visual effects during the Lady Naz'jar encounter have been improved for clarity.
•Blight Beasts summoned during the Ozumat encounter now deal less damage with Aura of Dread.
Only problem I ever saw from the gobs is people not burning them first before the 'Big guys'. Yes tanks will take some big dmg from them but then again, that is what tanking cd's are for. Not a needed fix.
Blight Beasts were fine. If the healer was having a hard time keeping people up then dps need to once again learn to not stand in the bad stuff and tanks need to stop the backpeddle.
•The Air Nova ability triggered when a Gust Soldier is killed has had its knockback effect reduced.
•Altairus now spawns closer to the center of his platform, away from the edge.
•Temple Adepts and Ministers of Air now wait 2 seconds before starting a spell cast when they are first engaged.
First part I can see how annoying it was. But seriously, change where you are standing and you wont get knocked off the edge to the beginning.
Adepts and ministers. Are people having a hard time waiting for tanks to gather them or something? Dps learn to not go balls deep the first 2 seconds and let your tanks move them into position via LOS or let them get CC'd.
•The rate at which Honor Points are earned has been doubled.
Nothing but good this.
•Arena matchmaking can now extend beyond a team's Battlegroup.
This is also good. Gives teams more comps to fight.
All in all I have to say most of these changes are not needed, and it seems we are almost completely back to Wrath days. When you take any and all strategy out of dungeon runs you take out the risk, and the fun for when you manage to complete said 'Risky' area or encounter. If there is no challenge it turns dungeons into vending machines with a half hour timer.
This game is getting dumbed down way too much now. Heroics will no longer be heroic in the future at this rate.