Originally Posted by
Dracodraco
But difficulty is the same, apart from the two things on aggramar (shorter grip range, and the AOE explosion when 2x adds blow does more damage than it should compared to previously - not that it matters if done right, but when it goes wrong it hurts). I've done the fights. I should know. We do *way* more damage right now (our aggramar kill with 5 healers this week was *50* seconds quicker than with 4 healers), and most healing-related stuff has been nerfed to be just as easy as before.
People might perceive it as being more difficult, but it's not. After the most recent amount of hotfixes, it's no longer an issue of stuff being too difficult compared to prepatch; It's an issue of people being unable to adjust.
Also, using the numbers from WCL is a bit iffy; For example, the patch leading up to prepatch week, had 170 aggramar kills less than argus, while the garothi and argus kills were fairly close (1098 to 1033).
The only way that works is if over 100 guilds forgot to log aggramar, or they were all extending argus.
Compared to this week, where it's more like 1100/600/400, versus 1100/900/1000; Clearly a lot of the guilds couldn't rekill aggramar, which I've said numerous times is the only boss that feels bad.
Correction: A single healer can't muscle their way through a difficult mechanic, they have to work together. Outside of Aggramars' add explosions, all other damage has now been nerfed to either be equal to previous numbers, or in the event of things like chains on Argus, be significantly lower. If your healers can't keep up it's not because they lost their throughput CDs; It's because they haven't adjusted to their new kits yet.
(also, it isn't even really true a single healer can't cover a mechanic; was us on double-break this week, 2 ticks was covered by devo as it was used too early for the reduction, rest was just tranq power).