The raid is just too mechanically difficult for the average Andy. My raid group had to sit multiple players who couldn’t figure out how to stay alive on Normal jailer pre knock back nerf. Heroic is even worse. The difficulty curve spike is way to high on some bosses, and the mechanics that make the curve are too pass/fail. Even Mythic difficulty was way too cracked out on some bosses on release. Blizzard has fallen into a bad symptom of designing gameplay based around the 1% first and trying to beat weakauras and addons instead of just making reasonable and fun encounters for the average player base and then cranking it up for the high end 1%.
Yes its heavily overtuned.
The thing I'll never understand is why they nerf raids.Why not just buff classes ? Lots of specs are complaining that their class is not fun / useless in raids / poor dps. Ok yeah, 100% of the players are asking for buffs for their classes but some actually deserve it. Just login to a class discord and steal some ideas, apply them to the game, done, raid nerfed. And or something even easier : give some raid buffs to some classes (very easy to implement I think), like rogues increase the damage of all dots by 5%, druid +3% crit chance for everyone, Pal reduces all damage by 3%. Boom, raid nerfed and people happy.Getting a boss after a nerf = feels bad.Getting a buff then kill a boss = feed good + feel good.Ok, people will push higher in M+ but... is it an issue ?Ok, PvP will be affected but... honestly is PvP balanced already ?Some people may have to refarm builds (for example if mastery becomes BiS on DH) but... that's good no ? Means more playtime for Blizz and some things to do for people.For season 4, just let us equip any three legendaries (or covenant +2 others)."Oh no, the balance is going to be all over the place"You mean like destro and surv ?Or like they did in 9.2 - adding free covenant legendary with barely any buff/nerfs to most specs/legendaries ?Just let us be broken, who cares in season 4.
for me sepulcher is the least fun raid i have ever played, especially rygelon, followed by lords of dread. anduin was really great, had a lot of fun with this encounter.
I found this tier to require more team coordination than usual, even as early as Mythic Skolex or Dausegne where your position can ruin the pull for everyone else if you're careless and don't play with the team, or if your team does not have a good position plan beforehand. We had diagrams with individual positions for Lihuvim, Halondrus, Anduin, Rygelon, Jailer. That amps up the difficulty for less coordinated raid teams that don't pre-plan as heavy as it was required.
It's not hard, there's just too many personal mechanics. A non-negligible amount of SFO's difficulty lies in who you brought to the group.
Bring back the ICC buff with a FoS for doing the boss without the buff!
more like an example of what happend when a dessigner dessign a raid around add-ons and then choose to play it without them
I think sepulcher was hard mechanically speaking. To where you simply would be oneshot if you made a mistake, especially on mythic difficulty. Like for instance anduin was hard due to the gimmick of bombs not being able to touch the same color nor could someone without one run into another or else they would explode. Followed by having to CC adds that had to be killed to pull people up out of the down phase of else they would die instantly. With stars buffing all adds if they were hit by them, and then the second set of adds for P2 having the stacking buff also made it interesting to say the least to CC them properly or else you were perma feared. Then the big add during the intermissions exploding if you didn't kill it in time also made it harder. SotFO just had a ton of moving parts that made it a fantastically hard raid. Definitely one of my favorites but good lord is it punishing.
It's a Shadowlands raid so people will pretend it's easy. Mythic Sepulcher is the most difficult raid they've ever released.