WoW nerfs 4 dungeons at the same time, including your 3 hate mobs

WoW nerfs 4 dungeons at the same time, including your 3 hate mobs

A new round of nerfs weakens the toughest dungeons in World of Warcraft. 4 of them will be much easier to manage in the future.

With Patch 9.2.5, the players got some new content, especially small but hostile content like the new Dark Rangers attract attention. The possibility of finally being able to play together with Horde and Alliance in cross-faction play is also causing a stir. At the same time, this also attracts more players into endgame content, such as the “Mythic+” dungeons with their scaling power.

Exactly these dungeons are causing a few problems at the moment, because some of the skills are much stronger than the developers thought – at least so far. A hotfix has now weakened a total of 4 of the 10 available dungeons and eliminated a few points of friction.

Which dungeons have been nerfed? Overall it’s not a lot of changes, but some enemies in 4 dungeons are getting weaker. Affected by the changes are:

  • Necrotic swath
    • Nalthor the Icebinder
      • Icebound Aegis absorbs 20% less damage on Mythic difficulty.
  • Bloody Depths
    • Executioner Tarvold
      • Chastise deals 20% less damage.
    • Grand Warden Beryllia
      • Torment deals 20% less damage.
      • Fixed a bug where some abilities scaled with the Empowered affix and not the Tyrannical affix.
  • peaks of ascent
    • Astronos, Lakesis and Klotos
      • Health reduced by 20%.
      • Aura of Intimidation deals 20% less damage.
  • Theater of Pain
    • Xav the Undefeated
      • Seismic Leap deals 20% less damage.

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What are the consequences of the nerfs? The nerfs serve several purposes at the same time. A relief for the healers, a little more error tolerance or a reduction in the fight duration in particularly demanding fights.

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The goal behind these nerfs is to make dungeon difficulty more consistent. Especially in the case of the 3 enemies “Astronos”, “Lakesis” and “Klotos” it often happened that these enemies were significantly stronger than the rest of the dungeon. For some groups this was quite a hurdle and many a team broke at it and then had to leave the dungeon just before the end of unfinished things.

What do you think of these nerfs? Good and useful nerfs? Or was it all easy enough before?

If you just want to learn how to fill up, you can do so now: Because filling up in WoW has become much easier!

Reference-mein-mmo.de