1. #1

    Dungeon Adjustments - April 18 Hotfixes

    Dungeon Adjustments - April 18 Hotfixes
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    Today we’ve made updates to address Candle King’s healing absorb, along with some other helpful adjustments and quality-of-life changes. With hotfixes that are now live on all realms:

    Dungeons

    Darkflame Cleft
    • Candle King’s Throw Darkflame’s health absorb reduced by 20%.

    Cinderbrew Meadery
    • Hobgoblins no longer spawn Brewdrop on death.
    • Yes Man health reduced by 10%.

    Operation: Mechagon - Workshop
    • Rim visual added to Plasma Orb in King Mechagon’s encounter.
    • Line visual added to Mega-Zap from Aerial Unit R-21/X in King Mechagon’s encounter.
    • K.U.-J.0. health reduced by 10%.
    • Addressed an issue where K.U.-J.0. can be hit during Venting Flame in certain angle.

    Priory of the Sacred Flame
    • Ardent Paladin health reduced by 6%.
    • Feverant Sharpshoote’s Pot Shot cooldown increased by 100%.
    • War Lynx’s health reduced by 20 and Pounce’s impact damage reduced by 20%.
    • Prioress Murrpray’s health reduced by 12.5%.

  2. #2
    Feverant Sharpshoote’s Pot Shot cooldown increased by 100%.
    I hope they also fixed two sharpshooters lining up their shots at the beginning of combat. It's no fun getting oneshot (well, twoshot within 0.1 seconds) because both randomly target you with a 5 million damage shot in some packs.

  3. #3
    Quote Originally Posted by LordVargK View Post
    I hope they also fixed two sharpshooters lining up their shots at the beginning of combat. It's no fun getting oneshot (well, twoshot within 0.1 seconds) because both randomly target you with a 5 million damage shot in some packs.
    I personally love my tank pulling the entire right side, running up and getting Potshot Potshot Impale Tclap dead... repeatedly. ;D
    Ima git gud but they need to really rethink the rando shots lol

  4. #4
    Quote Originally Posted by ImAnALtOfYou View Post
    I personally love my tank pulling the entire right side, running up and getting Potshot Potshot Impale Tclap dead... repeatedly. ;D
    Ima git gud but they need to really rethink the rando shots lol
    You don't even need the entire side, there are packs with 2 shooters, which are enough to kill anyone without a higher armor class.

  5. #5
    Quote Originally Posted by ImAnALtOfYou View Post
    I personally love my tank pulling the entire right side, running up and getting Potshot Potshot Impale Tclap dead... repeatedly. ;D
    Ima git gud but they need to really rethink the rando shots lol
    You could try riding as a group instead of tank gathering trash alone so aggro independent spells have more than one target to choose from.

  6. #6
    Addressed an issue where K.U.-J.0. can be hit during Venting Flame in certain angle.
    My hunter friend can stop trying to commit sudoku every vent flame, praise be!

  7. #7
    good change for KUJO, but i wouldve liked them to make the venting flames cast have a longer time between casts, feels like ur spending a lot of the fight hiding in LOS

  8. #8
    Quote Originally Posted by doledippers View Post
    good change for KUJO, but i wouldve liked them to make the venting flames cast have a longer time between casts, feels like ur spending a lot of the fight hiding in LOS
    Safe spot tech was the only interesting thing about the fight at all, so terrible change.

    - - - Updated - - -

    Quote Originally Posted by ImAnALtOfYou View Post
    I personally love my tank pulling the entire right side, running up and getting Potshot Potshot Impale Tclap dead... repeatedly. ;D
    Ima git gud but they need to really rethink the rando shots lol
    If your tank is a VDH or something else that is weak on pull and they aren't popping a bombsuit or ritual mud to eat that, that's a skill issue.

  9. #9
    Some nice changes here, gg.

  10. #10
    "Line visual added to Mega-Zap from Aerial Unit R-21/X in King Mechagon’s encounter."

    My incredibly uncoordinated m+ teams thank you, blizzard.

  11. #11
    Quote Originally Posted by Powerogue View Post
    "Line visual added to Mega-Zap from Aerial Unit R-21/X in King Mechagon’s encounter."

    My incredibly uncoordinated m+ teams thank you, blizzard.
    Believe it or not, I think this change makes it worse for low keys because before people would just stand still (which is how it's supposed to be handled), and now they think they have to move with it (which causes more overlaps). I was trying to farm crests in +6/+7s and half the groups had players moving all over the fucking place with the mega-zap where they had previously just stood still, likely because they are such low-information players that they didn't even realize the mechanic had targeted them.

    I mean, I get that it's consistent with how the mechanic works in P2 but I just find it funny that in Blizzard's quest for conformity and clarity of mechanics, they managed to fix something that players had inadvertently been doing correctly due to its obscurity.

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