I legitimately tried to explain why the fact that some players can't move around fast enough or push their buttons fast enough doesn't necessarily mean that something is overtuned, but it seems to me like you're the type of guy that ignores every single fact that contradicts his opinion
The highest KR you have done either season is +12, of course it's fine at that keylevel. Don't know why you make statements applying for up to +16 though, the difference in difficulty is quite big. I've only done a 15 myself, but IT does hit super super hard in comparison to most other dungen boss abilites. Hence why people hero this guy.
I think the fear minions ruin it, other than that it's probably one of the best dungeons.
Shrine again is a cool dungeon but not very forgiving. Without a doubt Shrine is the dungeon I've had the most groups fall apart.
My biggest hate in BFA is Tol Dagor though, especially the last boss - fuck that asshole.
To me the most annoying thing about Shrine of the Storm this season is the caster reaping adds... there's so many of them and usually just stand outside the rest of the pack. Yeyeye.. i know, LoS them but even if.. when they all focus 1 person (as they usually do) its like 1 shot ;/
Small bloobs, mini bosses and other are really irrelevant at that point.
For pugs the scariest thing is reaping with caster adds.
It's mostly annoying due to Reaping timers happening during the Chamber Of Fun and the slime pulls before second boss. Once you're past that the dungeon really isn't that hard, albeit it needs an extra 2-3 minutes I'd agree.
Shrine is the one that needs a nerfbat. The bosses are obnoxious even before Tyrannical, the trash is too numerous with too many abilities, and the little droplets and novices render half the affixes a living hell.
The first room and the corridor leading to the 3rd boss are a bit overtuned, i think the minibosses serve their purpose -being minibosses- the bosses aren't really hard or overtuned, they're just punishing.
Overall it's probably the hardest dungeon but it's not massively harder than the rest, and i personally don't think it's bad for the game to have harder and easier dungeons instead of trying to streamline everything.
The fear adds need to not trigger bursting/affixes. That's about it.
Lol, basically by saying this you immediately already know you are being a dick.
Yes, he should avoid the unavoidable dot the boss puts on one random group member. Whoops.Avoid the axes?
Yes, just put your damage potions on a 10 minute cooldown because you want to not have a rigid comp. It's almost like it's way better to have a rogue + pots than not a rogue + invis pot.1. Buy invis pots
2. You absolutely don't need two melees, i'll go as far as saying that up to +16 it's completely doable as 3 casters
Just quoting the rest of this because it demonstrates how juvenile and how obvious your opening quot of "no intention of being a dick here" is completely false. Also, your analogy is pretty terrible.Again, "pop" reaping when you have walls around
It all comes down to:
1. "booo hooo it's not as easy as freehold (for example)"
2. "booo hooo i can't aoe for 10 seconds so i end up doing 17k dps instead of 28"
3. "booo hooo i have to use some of the abilities that i don't generally use
Get thicker skin ffs
It's like getting into a friend's car and just start driving without even adjusting mirrors or something and then when you accidentally hit something, because you couldn't actually see it - complain that mirrors were out of place, it's your responsibility to be prepared
Invisibility potions lock you out for 5 minutes now, not 10. Still not a great argument. Considering we need mob count anyway, I see no reason why invisibility potions can't have a 1-2 minute CD. Shroud will still be superior simply because in half of the dungeons your entire group can be mounted while using it, in addition to not locking out potions timers for whatever CD they decide on.
Of course you don't "need" two melee, but two melee make most instances way easier. In Legion this wasn't as big of a deal because horde had access to torrent, everyone had access to frag belt, and there were simply far more ways to interrupt mobs (mobs also had far less dangerous casts). Any mobs getting casts off in a fortified King's Rest do an absolute metric shit load of damage, to where not covering them reliably is going to result in deaths.
The get good argument is a pretty poor one when you can just glance at completion rates and realize that participation and completion rates are awful in both KR and SoTS. I'm not saying that every instance needs to be the same difficulty, but there are pretty glaring difficulty gaps between these dungeons and the 'easier' ones. SoTS is one that almost explicitly highlights how awful it is to lack two <15 second interrupts in your group (not counting the tank).
The only thing I'd change is nerf Zul a bit because on fortified 19+ its extremely hard. It's almost unfair to certain healers and tanks (that dont have ams or spellwarding or ironbark)
Kings rest is the least timed dungeon at higher keys.
Even compared to Shrine, it is still the least timed dungeon.
That should say something.
"I feel bad for Limit , they put in so many hours only to come in second place" - Methodjosh
The real issues with King's Rest are:
1. You can't skip any trash without invis pots/shroud
2. The run back is really long at certain points
3. The third boss is a very long fight
4. The timer is unforgiving combined with points 2+3.
It's still nowhere near as bad as Shrine IMO.
The real issue really is that Blizzard kind of backed themselves into a corner with the timers capping out at 39 minutes. Shrine and KR are just flat out longer than other dungeons, but they have the same timer as Waycrest. They just need to remove some trash from both these if they aren't willing to extend the timers.
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At this point they just need to put in a shroud potion. Combine 5 invis pots to make it or something. It's just way too good an ability for only 1 class to have.
I've read through most of the 'arguments' people bring up here, many of them being absolute nonsense.
My point is: No, Kings Rest doesn't need a fix in terms of difficulty, trash arrangement or boss-tuning. The dungeon is totally doable, not hard at all and the mechanics are fine. Even at higher Key Levels. You are not restricted to certain setups for making it through.
It's the perception, compared to other dungeons, that lets it seem more difficult than it is, because the dungeon itself is much longer and bigger, and gives very few possibilities for cheesing or skipping stuff. And it is more punishing if you die due to the way back.
What is true though, they should loose up the timer to make a run more rewarding at the end, because many groups only make it barely intime, not even close to +2, because of the lack of skip potencial. The Timer Cap at 39:00 Minutes is bullshit here, but thats the only factor they should take a hand on. Because really, it I read through the comments above, I laugh my ass off about what mechanics people cry about and considering "hard to play" or "hard to heal through". I'd love to see some of those guys playing.