Well, we had over 700 wipes on M Argus and threw in the towel. On a raiding break until BFA. We did kill M Archimonde with a lot less wipes last expansion so I guess M Argus does seem to be a tad harder compared to Archimonde.
My guild has been working on Argus for a month or so, about 500 pulls into him and we’re pushing our way through P3 but by bit. This nerf helped us push P1 without needing a lust. The rage and fear nerds help us not die as fast too. Again, really helpful on P3 especially
The rage and fear damage reduction isn't that important anyway. Reducing the chain damage would've been a complete gamechanger though. The HP reduction should be enough anyway, as this is the second HP nerf this boss has seen.
A single fear/rage does more damage per second than one broken chain, it's 800k dps vs 750k dps. Having a single stack on top of double chains means you need to heal 4600k every two seconds instead of just 3000. That's 53% extra - not to mention it's way over 50% of people's health. Post nerf, it will be 4360k. Might not seem like much, but that's 240k across several people, more if you include double stacks. Plus it helps with things like Velen overheal redirect or just making sure people are topped off before chains break. It's the exact type of change that was needed on this fight. You rarely get some brutal overkills from chains, it's usually people getting softened up by rage/fear and then missing few hundred thousand hp.
If you get a divorce or quit your job, just to be able to play an online game, you need to seek help.
I'm just talking from the perspective of the demolition the third chains used to cause. They were a breaking point for many guilds, which - once they overcame it - saw them reach the kill.
While they do less, they come at a pretty much critical point due to all the stacks already applied. At least I felt like this.
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It still comes down to stacks. If people are well spread and you only get a couple of debuffs, it's much easier to survive. You can focus your big single target burst heals on select few players, without falling behind on general raid healing.
It's simple math, really. A player can survive two hits of unhealed double chain damage, since it's only 6 millions before reductions. That gives people 4 seconds to heal them. However, with just a single stack of fear/rage, second hit will be lethal and you'll take more damage in 2 seconds than you would in 4.
OP, you seem to be under the impression that WoW has the same amount of subs now as it did 2 years ago.
That's the one thing that could easily explain the disparity.
I had this problem the last time I tried PuGing Antorus, actually. All I did is title my raid "Mythic Antorus 970+ PROS ONLY!!!!!!!!!!" I had so many players from Method trying to join my PuG that I had to take it out of the group finder and resorted to using trade channel so I wouldn't clear the instance too easily.
Ideally no one has ever hit the level cap of the last expansion, looked at their dungeon blues, and thought "I win."
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