Again with wrong "fix", Blizz. Just fix Kaal's bleed effect that leaves bleed to all melees instead to target it's jumping to in Gauntlet.
They clearly have no idea what is wrong with that dungeon. Just nerf all the bosses to the ground.
That's a really nice tune, thank you
The only problem with SD is when Khal gets bugged during gaunglet event.
Good changed, better than nothing but will still be a crap dungeon no one wants to do lol.
Still not addressing the first 3 bosses, all of which are still very overtuned in higher keys. 3rd boss rapidly reaches one-shot/required immunity territory even on Fortified weeks and gets very close to unreasonable surprisingly quickly on Tyrannical weeks.These changes are all still warranted though, and I'm glad to see them. That Mistdancer nerf makes G34 (the three-pack before the Kaal gauntlet) a LOT more manageable since that pack was also egregiously difficult.Still very surprised that this dungeon has needed this many nerfs every couple weeks. You'd have thought this sort of stuff would've been addressed a lot sooner...
Doesn't matter how many times they nerf an M+ dungeon, as soon as it has the reputation of being "THE WORST DUNGEON" it'll NEVER wipe that reputation away. Cathedral of Eternal Night will attest to that - which by the twilight of the expansion was a tremendously easy dungeon after being too tough on 7.2 launch ... that nobody would ever run. Similar, but less drastic, story with Kings' Rest which was extremely tough to find a group for up until BFA ended.
Golly gee willikers. Sure wish they would make DPS warriors not completely *!@#ing useless on General Kaal.
Assuming melee isn't the first one dashed to, you can dodge all of the bleeds. I managed to dodge 3/4 bleeds with my group in a 15 this week because Kaal charged one of the ranged players first, giving me just the moment to step aside a smidge. Kaal getting an HP nerf in that GOD AWFUL gauntlet is very much welcomed, because that gauntlet lasts way too long for what it is. Gauntlets aren't fun in an MMO, not even the Shattered Halls one of yesteryear. I got my 15 done for Keystone Master and really don't want to come back anyway until next season for my recolored mount, but with these nerfs, it MIGHT not be so bad. Like, 10% chance it won't be an awful dungeon anymore.
The problems with Sanguine Depths are more related to the dungeon design and the affixes, because there's very little room to move in those narrow corridor, so some affixes make it hard, because group can't spread out. Still, these changes should make some packs slightly better.
Good changes for the trash, but I still think the second boss, the one who destroys a lot keys, should be nerfed a bit.
Mistdancer is the only change here I think was really necessary. I'd also like to see the ground effect left behind by the Manifestation add on Torvald either grow slower or drop a second after the add dies. Otherwise I think that dungeon is fine, it's hard but hard is fine