Dungeon and Raid Tuning and Updates This Week
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With scheduled weekly maintenance in each region this week, we’re deploying a slate of adjustments and fixes to Dungeons and the Castle Nathria raid. Our goals are oriented around eliminating some pain points while reducing difficulty in encounters that have shown themselves to be frustrating.

Dungeons and Raids

  • Manifestation of Pride (Prideful Affix) now sees through Stealth and Invisibility effects.
  • Plaguefall
    • Margrave Stradama
      • Plaguebound Devoted health and damage reduced by 40%.
      • Reduced the cast frequency of Infectious Rain during her final phase.
      • Slightly adjusted the timing of Plague Crash so there is a little more time between tentacle slaps.
  • Sanguine Depths
    • Fixed an issue where flying Chamber Sentinels would fail to contribute Enemy Forces requirements on Mythic Keystone difficulty.
    • Kryxis the Voracious
      • Severing Smash damage reduced by 20% on all difficulties.
      • Essence Absorption damage reduced by 20% on Mythic difficulty.
    • Executor Tarvold
      • Fleeting Manifestation health reduced by 20%.
  • Spires of Ascension
    • Lakesis, Klotos, and Astronos are no longer affected by Mythic Keystone affixes that trigger on death (example: Sanguine).
    • Lakesis, Klotos, and Astronos Oppression now increases damage taken by 1% per application (was 2%).
  • The Necrotic Wake
    • When Bloody Javelin and Discharged Anima hits more than eight enemies, the total damage is distributed evenly across all targets.
    • Kyrian armaments (Bloody Javelin, Discarded Shield, Discharged Anima, and Forgotten Forgehammer) now persist through death.
    • Brittlebone Crossbowman damage reduced by 20%.
    • Fixed an issue where Brittlebone Crossbowman’s Shoot was ignoring armor.
    • Brittlebone Warrior damage reduced by 20%.
    • Brittlebone Mage’s Frostbolt Volley damage reduced by 20% and cast time increased to 3.5 seconds (was 2.5 seconds).
    • Brittlebone Mage’s Frostbolt damage reduced by 36% and cast time increased to 2.5 seconds (was 2 seconds).
    • Corpse Harvester health reduced by 29%.
    • Corpse Collector health reduced by 29%.
    • Stitched Vanguard health reduced by 14%.
    • Nar’zudah’s health reduced by 20%.
    • Skeletal Monstrosity’s health reduced by 20% and melee damage reduced by 25%.
    • Loyal Creation health reduced by 24%.
    • Kyrian Stitchwerk health reduced by 25% and melee damage reduced by 17%.
    • Blightbone
      • Carrion Worm’s Blood Gorge applications required to trigger Carrion Eruption increased to 5 (was 3).
    • Amarth
      • Reduced the range skeletons are summoned during Land of the Dead.
      • Unholy Frenzy attack speed bonus reduced by 20%.
      • Reanimated Warrior damage reduced by 20%.
      • Reanimated Crossbowman damage reduced by 20%.
      • Reanimated Mage’s Frostbolt Volley damage reduced by 20%
      • Reanimated Mage’s Frostbolt Volley damage reduced by 36% and cast time increased to 2.5 seconds (was 2 seconds).
    • Surgeon Stitchflesh
      • Embalming Ichor duration reduced to 1 minute (was 6 minutes).
  • Castle Nathria
    • Council of Blood
      • Dreadbolt Volley damage reduced by up to 20% in smaller raid sizes in Raid Finder, Normal, and Heroic difficulties. Damage will remain the same in 30-player raids.
      • Drain Essence damage reduced by up to 20% in smaller raid sizes in Raid Finder, Normal, and Heroic difficulties. Damage will remain the same in 30-player raids.
      • Dark Recital duration reduced to 6 seconds on Normal and Heroic difficulties (was 7 seconds).
    • Sludgefist
      • Colossal Roar damage reduced by 10% on Mythic difficulty.
      • Chain Slam damage reduced by 35% on Mythic difficulty.
      • Chain Bleed damage reduced by 35% on Mythic difficulty.
    • Stone Legion Generals
      • Stone Legion Goliath health reduced by 10% on Mythic difficulty.
      • Stone Legion Goliath’s Ravenous Feast cooldown increased by 6 seconds on Mythic difficulty.
      • Stone Legion Skirmisher health reduced by 6% on Mythic difficulty.
      • Serrated Swipe, Serrated Tear, and Stone Fist’s range increased to 100 yards (was 10 and 20 yards).
      • Serrated Tear and Stone Fist damage reduced by 20% on Mythic difficulty.
      • Heart Rend’s range increased to 300 yards (was 10 yards).
      • Heart Rend no longer applies Heart Hemorrhage to the player who dispelled the Magic effect on Mythic difficulty.
      • General Kaal and General Grashaal’s spell cooldowns now reset with phase changes.
      • Volatile Stone Shell absorb shield decreased by 20% on Mythic difficulty.

With the Stone Legion Generals fight, in addition to slightly reducing overall difficulty, we’re making changes to make it feel more consistent between attempts. This means that while certain abilities are no longer avoidable, their impact together with other abilities should be more realistic to manage, and the order in which they occur should be more reliable.
This article was originally published in forum thread: Dungeon and Raid Tuning and Updates This Week started by Lumy View original post
Comments 15 Comments
  1. Greyvax's Avatar
    I'm glad NW is getting nerfed. I can't remember any time i've ever run that place and not had a miserable time.
  1. Argorwal's Avatar
    Blizz bringing out the sledgehammer.
  1. Puupi's Avatar
    Quote Originally Posted by Greyvax View Post
    I'm glad NW is getting nerfed. I can't remember any time i've ever run that place and not had a miserable time.
    I had fun there tonight when we finally got a +15 key there, went in and timed it, completing the seasonal keystone master.
  1. Cracked's Avatar
    Quote Originally Posted by Greyvax View Post
    I'm glad NW is getting nerfed. I can't remember any time i've ever run that place and not had a miserable time.
    Maybe tanks will actually be able to tank the stitchwerks rather than having to endlessly kite or get oneshot.
  1. majesta's Avatar
    I wish they would tune the older raids. I find myself struggling still in some that I previously could tear through without issue.
  1. aceperson's Avatar
    when you feel the need to nerf some mechanics by as much as 40%, you know you dun goofed.
  1. Sedative's Avatar
    Quote Originally Posted by Puupi View Post
    I had fun there tonight when we finally got a +15 key there, went in and timed it, completing the seasonal keystone master.
    Cool story
  1. chiddie's Avatar
    Quote Originally Posted by Greyvax View Post
    I'm glad NW is getting nerfed. I can't remember any time i've ever run that place and not had a miserable time.
    Honestly, the only DG I’m having huge issues with as of now (at least as healer) is Plaguefall. All he others are doable one way ore another.

    Glad they nerfed Stradama’s tentacles, I almost always die to them no matter what.
  1. Echorausch's Avatar
    Quote Originally Posted by chiddie View Post
    Honestly, the only DG I’m having huge issues with as of now (at least as healer) is Plaguefall. All he others are doable one way ore another.

    Glad they nerfed Stradama’s tentacles, I almost always die to them no matter what.
    The tentacles have never been a problem, unless you have movement problems. But I agree, the infectius rain has been a PITA for most healers...
  1. DeusX's Avatar
    Quote Originally Posted by Echorausch View Post
    The tentacles have never been a problem, unless you have movement problems. But I agree, the infectius rain has been a PITA for most healers...
    I guess tentacles start to become a problem for many healers when they try to spam heal the infectious rain. If the rain will not be requiring so much heal casting, I am sure healers will have easier time moving out of tentacle's slam.
  1. chiddie's Avatar
    Quote Originally Posted by Echorausch View Post
    The tentacles have never been a problem, unless you have movement problems. But I agree, the infectius rain has been a PITA for most healers...
    I don’t know why it happens only with those tentacles but it happens: I just can’t avoid them, it started to go a little better yesterday evening when I started sticking with the tank, otherwise I’m often done. I was able to avoid them in normal and heroic but when the timeframe to move lowered a lot in M+, I started to get gibbed. It’s the most annoying boss for me as of now, together with the second one in Spire (the dude that launches black fireballs like a madman).

    I probably have issues with avoiding fast “things” that go fast in my direction and try to hit me, I also fear a lot the platforms in ToP where the mobs launch those black whirlwinds that bounce you away.
  1. Easo's Avatar
    There are a lot of videos showing that tentacles were buggy (wrong hitboxes, for one). Maybe, just maybe it will help with it.
  1. McNeil's Avatar
    Some huge and not surprising nerfs. I avoid pugging NW like the plague with how overtuned it was.
  1. KYH's Avatar
    I stopped running wake when every run I had to explain to certain classes to cleanse their diseases
  1. TbouncerT's Avatar
    Quote Originally Posted by KYH View Post
    I stopped running wake when every run I had to explain to certain classes to cleanse their diseases
    THIS! I cannot believe the amount of people that do not know how to cleanse certain things. It's like they expected the healer to always do it, but they do not know what said healer can or cannot do.

    Makes me regret no being on my Prot Pally (been enjoying V-DH but feel helpless in the cleanse department)....when in PF or NW as my healer that comes with me is a Drood. I can't believe how many times I've had a SP or Ret in there not cleansing the diseases and just let the poor druid waste mana healing it.

    It almost makes me think that blizzard needs to do that spell proc graphic on it when something is able to be cleansed.

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