Halls is already extremely tight on the timer when groups push higher keys with a pre-nerf Venthyr. I'm very surprised that the base dungeon wasn't addressed on that front, especially after the Stoneborn got nerfed so heavily.SD changes are nice but that dungeon is still so laughably overtuned that it doesn't address the problem that much IMO.
Of course they took the dumb approach with regards to SD, the answer was to properly tune it, NOT buff the covenant ability. bunch of baboons.
The problem with the SD buff is the locations of the lanterns. The only arguably good one is the one in the middle of the gauntlet and MAYBE the one at the beginning. The other ones are just so out of the way, don't have enough mobs near them, or the mobs near them don't wanna move into position, or they don't count, etc. I feel like those sohuld be moved to better locations. There's one right before janitor room that is in the path of patting stone man. It should be inside of that room.on top of that SD is just a horrible, horrible dungeon on all affix combos. The trash sucks. Tyrannical bosses also suck.More nerfs need to happen to this place.
This is a joke right?
So a ~25% overall damage nerf to the gargoyles?
While the changes to SD are nice because they are changes, they are nice because it's a step in the right direction, albeit a small step. It doesn't help much as most of the anima containers are in fairly useless locations where they are either hard to get the effect from the canisters or the effect of the canisters is useless because the groups of mobs that follow it are not a threat. The way to make these anima containers more useful would be to move them to better locations, not buff their duration. The following areas would be great options to add potential canisters. Put one on the balcony by the 2 groups in front of the first boss, Kryxis the Voracious so that the buff can be used against Kryxis. Add another after the third boss Beryllia so that the buff can help against the 3-mob pull that has the sentinel, mistdancer, and overseer. Add a second canister in the gauntlet event before the final boss, General Kaal. It's also difficult to get use out of the ones in the ring before Executor Tarvoid as the Vestige of Doubt drop a large puddle and the scribes just throw stuff and are not easy to kite into them.
I think it would go a LONG way if the canisters did a brief silence effect on everything in combat to allow grouping of caster mobs. But the extended timer should help with this. As far as Halls goes, I think this is a perfectly reasonable change and having the extended defensive boost will help out a lot on high damage phases of the first 2 bosses. This is the first I have heard of anyone using Power Infusion on a Stoneborn, but that sounds absolutely toxic so I am glad this is being addressed.
SD changes don't change anything for high keys. You can't already fully use the 1st container, the 2nd one is usually combined with invising after and the 3rd one might aswell not exist.
Grammar Police: This sentence needs tuning. Please.
Did they fix the gargoyles being worse for pet classes yet?
Since I'm Venthyr this article caught my attention. Nice to see Blizzard using data to modify dungeons. I would like to see the SD canisters used more and with the HoA chances the tank/group will have a choice. I think the difficulty of the dungeons are not that bad this expansion. Each dungeon is very different with some more challenging than others. However, I was disappointed in the low number of dungeons. Would be nice to have more dungeons to select from.
They really need to increase the timer for Halls of Attonement because it is very unforgiving. One mistake and you can pretty much forget about clearing it on time. It would also help to have a check point after you kill the second or third boss. Sanguine Depths could use more time too, but it needs other changes too. There's plenty of reasons why a lot of people avoid that dungeon no matter what affixes you have, and that people dread getting a SD key as their new key.
Halls is my favorite dungeon, don't do this to me. D:
God they rly need to increase the timer on HoA. Yes it’s easy in terms of mechanics etc but the timer is as tight as a badgers bum. One mistake and the key is dead.Now the loyal stoneborns have been nerfed its gonna be even worse..
Some of Anima Containers in Sanguine Depths are so badly placed they should look at this as well. And also nerf 3 boss while at it, there's too much of unavoidable damage going on.
An out of the box approach to the Sanguine depth canisters. Make them like the weapons/buffs you get in necrotic wake for example. Venthyr can pick them up and carry them and being able to drop them at the right time for us. To stop chain use, maybe give a debuff like you have a timer that stops you using one whilst the buff is active. It'd allow the facilitation of some pretty interesting pulls. I agree with what's been said though they're in some whacked places.
Everyday I'm more and more convinced that a magic 8 ball makes all activision's decisions.
The game is already drastically short of Venthyr class/spec combos. If anything they should be increasing the appeal of the Venthyr covenant to get more to select it or change to it.