(PRIMAL) Magtheridon's Lair Nerfs

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Dreadnought101
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(PRIMAL) Magtheridon's Lair Nerfs

#1 » Post by Dreadnought101 » 03 Nov 2018 21:59

Hey there, T4 has been out for a very long time and all content is on farm, however only Gruul's lair and Kharazan is consistently farmed while Magtheridon's lair has been completely ignored by both Sanctuary and Exalted Reputation.

There is a lot of damage that is put out on the raid, and many items dropped are no longer relevant to high level players (only the bag is relevant basically), and the health pools are still very high making it exhausting to do even for high players, we can fix two of those issues.

-Reduce Hellfire Warder (Trash) by 25% health, 25% damage
-Reduce Channeler (First phase adds) by 20% health, 10% damage
-Reduce Magtheridon's health by 40% (its insanely high at 13.96m, gruul is less then 10 million, and gruul just has 1 phase with a lot more uptime to dps)
-Remove the debuff Mind Exhaustion when you channel the Manticron Cubes (this nerf was actually added in by blizzard when sunwell was released, but I believe it is appropriate to add it now on Primal)
Last edited by Dreadnought101 on 06 Nov 2018 20:14, edited 1 time in total.
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bobsmyname
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Re: Magtheridon's Lair Nerfs

#2 » Post by bobsmyname » 04 Nov 2018 00:28

+1 to it all, except I'm not 100% sure about the cubes, as that is pretty much the only mechanic in that phase besides cleave. Maybe just reduce the debuff to 50 seconds so only one clicker group is needed? idk.
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natnat123
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Re: Magtheridon's Lair Nerfs

#3 » Post by natnat123 » 08 Nov 2018 20:30

i will be attempting to fix the problems with the timers ect. and retuning the place at some point. im not very keen on removing the Mind Exhaustion though.

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pinocola
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Re: (PRIMAL) Magtheridon's Lair Nerfs

#4 » Post by pinocola » 27 Nov 2018 05:34

+1

No one does Mag because it's too much of an execution fight to pug, and the tier rewards aren't worth the effort to coordinate.

I strongly agree with nerfing the trash as well as the boss. As an alternative to the OP you might just nerf their HP, leave their melee damage and sw:pain alone, but lower Rain of Fire and Shadowbolt Volley by a larger amount like ~40%. This makes them a little less of a raid wipe mechanic for undermanned raids and uncoordinated pugs.

Same with the channelers / phase 1 adds. Lower their HP so that undermanned groups can still get 4 down before Mag emerges, and lower the raid-wide damage to be less punishing for uncoordinated groups that can't interrupt. But their melee hits aren't particularly bad and don't need adjusting imo.

As for Mag himself, I'm not in favor of removing the cubes entirely since that's the core mechanic of the fight, but I would very much like to see Mind Exhaustion (cube debuff) lowered to ~15 seconds so that we only need one dedicated clicker group rather than rotating two. As with the other changes, this makes the fight a lot less punishing for pickup groups and undermanned groups, since right now the fight requires 10 people who know what they're doing, none of whom can die. As silly as it sounds, that's just too high a skill/coordination requirement boss whose rewards are mainly for transmog, achievement hunters, and fresh 70s.

Mag should be puggable at this point in progression.

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Relina
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Re: Magtheridon's Lair Nerfs

#5 » Post by Relina » 28 Nov 2018 01:39

+1 to all the OP's suggestions.
natnat123 wrote:
08 Nov 2018 20:30
i will be attempting to fix the problems with the timers ect. and retuning the place at some point. im not very keen on removing the Mind Exhaustion though.
No need to remove it entirely, if possible lower the debuff duration, so that one group of "clickers" can do it every turn.
So that only if they mess up would the 2nd group need to step-in and click.
Doesn't entirely negate the mechanic like removing the debuff would but allows more leeway for errors.
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Dreadnought101
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Re: (PRIMAL) Magtheridon's Lair Nerfs

#6 » Post by Dreadnought101 » 30 Nov 2018 04:43

I think im in favor of the debuff remaining what it is, just reduce health/damage values and fix fire nova not to overlap with cubes.
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Skidda
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Re: (PRIMAL) Magtheridon's Lair Nerfs

#7 » Post by Skidda » 10 Dec 2018 22:10

Now that BT is "out of the way" I'm upping this suggestion. "TO THE GROUND BABY" as they said.

I basically agree with Pino : make it easy enough to be puggable with only 1 group of clickers needed so it can be carried more easily by a few people.

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