Oh Kruul is DEFINITELY the hardest one, that place gave me nightmares. I literally took a shit on every other challenges and this one was fucking cancer even if I fucking main tank specs. Every other challenge was a pure joke next to this piece of shit. I mean almost everything you have to do in that challenge is not even things you do as a real tank in regular gameplay, why is it so off? It doesn't even feel like a tank challenge, it feels like some exotic gameplay crap made by people who clearly don't play tanks.
It was harder than every other challenged, it was not fun in any way shape or form, it was buggy as fuck (smoke not showing up to tell you you're getting kicked out of the map, velen not dying correctly and making the scenario not restart when you go back in, and a bunch of ther shits) and on top of that it was not even satisfying to finally beat it. It was not a "yay I got it" moment it was just a "FINALLY, FUCK YOU FUCKING SHITHOLE".
Not to mention it was so badly designed and balanced that they have to change the stats of mobs depending on what class you do it with.
That place. Was. Shit.
They changed the fight because different tanks have different strong points.
If it were the same challenge throughout, druids and paladins would faceroll (druids have a way larger attack range baseline and would trivialize p1, paladins did 2x the dps of other tanks at the point when the challenge hit)
It's different because toolkits are different.
Imp mother as fury warrior . the f***ing imps that blow up and rolling stones could fuck your shit up in the blink of an eye .
Kruul wasn't that hard , took practice yes , but after i got to see phase 2 the first one was an automatic process for me.
I dealt with infernal just by keeping moving around , probably the most annoying part were the eyes .
Having Velen though simplified a LOT the fight , basically treating his healing/stun circle like a "OH-SHIT button"
Last edited by valax; 2018-03-16 at 05:44 PM.
Yeah, the issue is it's not really a tank challenge at all, there's nothing in there that shows tank gameplay, that's why they had to change stats. That challenge literally should have felt like a dungeon where you have to pull things correctly, LoS, interrupt, and hold aggro from and NPC team including a healer. It should have felt like a tank challenge, not some bullshit dps race with dancing around, that was a retarded design entirely.
"El Psy Kongroo!" Hearthstone Moderator
For me Prot Paladin was the hardest, health pool was so high for no apparent reason was tough to reach P2 without a bunch of infernals and 1 hit and you died, other than a single glider save, no other recovery from it. Although that said you were basically unkillable apart from that as Paladin, P1 was especially easy.
(WA playing a sound when the knockback was cast helps so much though, the issue was when they're "dead" but reforming they would start the cast so you had zero time to react, after i got the WA it took a couple attempts)
All of the DPS ones are incredibly easy as soon as you hit 915+ but some are even stupidly easy at 900. Only exception was Outlaw rogue challenge, felt like RNG controlled that fight since you just sometimes lacked the dps to push through immune imps then her shield before you died, which is weird because as the other specs i've done Agatha she's actually one of the easiest.
Not done a single healing challenge though, it's the one role i've never cared for.
Last edited by Staboteur; 2018-03-16 at 05:54 PM.
If you have the command bunker up at the same time as the mage tower, you will get all the Azsuna "buffs" that the command bunker gives you when running around in Azsuna. When I did the Imp Mothers Challenge on my fury war / Unholy DK and Outlaw rawg, about 5-6 into the fight, the arcane circle appears where your standing, and gives you that + stupid % dps a few seconds later the fireballs starts raining down and when the arcane circle went away, Imp Mother was around 52% and then its just the running back and forth stuff.
"It takes a vast amount of self control to be this dangerous" he said.
- Ogvai, 6th legiones Astartes.
But tank gameplay is about pulling and managing the pace of a dungeon, it's not having your mitigation entirely ignored by bullshit mechanic like reduced max hp and dmg so low you could be a DPS doing it. It's also not about running around to avoide a no dmg retard knockback, in a real tank situation you position yourself to not get pushed back so you don't fuck over your dps teamates with the dancing around, pull things correctly, go in a good position and your back against the wall. There's not a lot of dungeon with ridiculous knockbacks that push you out of the map, the first one that comes to mind is the entirely random and unpredictable kick from the last boss of Vault, which is considered extremely stupid, because it is (for different reasons but still).
I would have wanted to see things that couldn't have been in a DPS challenge like real dmg mitigation and cooldown management and such, because frankly, the Kruul shit could have been a DPS challenge in terms of mechanics.
If anything, the healer challenge in BRH looking place felt more like a tank challenge than the Kruul one. Switch the npc tank and player healer and you have yourself a much better tanking challenge where you have much more meaningful dmg management and tweak things around to make the tank protect teammates instead of the healer spamming them.
Tanking is not playing alone, Velen is not a teammate, he's literally just another reason to fail the challenge because apparently he has no legs, your synergy with him is nothing like playing a tank in a group.
You didn't tell me why you're wrong, you talked about standing afk or some shit, which I obviously did not talk about. Standing afk is a healer's job.
I mean, I did the tank challenge I want to say 7 months ago, and tanked every raid @ heroic and nearly every M+ dungeon at 15+ but sure.
I have 3/3 on my monk and 4/4 on my druid.
Tanking is about interrupting, positioning and doing damage, as much as it is about holding threat. Holding threat at this point is secondary, probably even tertiary as far as your jobs go.
Let's talk about the infernal ground slam because in my view it's the one mechanic that's absolutely horseshit.
For ANY other challenge mechanic, valkyrs on sigryn, eggs and totems on feltotem, runes on brothers, etc. There's usually reaction time for the player to do something, and they usually seem to occur around the same time. The infernal ground smash is 1) hard to see 2) casted totally random and most importantly 3) has a 1 second or less reaction time window. The reaction window is so small, that the strategy ends up being just run in a circle to avoid.
Another huge issue I have with it is the infernal that just suddenly resurrect and instant casts it out of nowhere.