Seems to be a typo in the second sentence of Brief Thoughts; "...completing the dungeon by kilo ling Gerenth the Vile..."Overall, I think this is a good change to make the dungeon not feel like a weird game of skipping as much as possible, and making the overall length comparable to other dungeons.
Increasing trash count required isn't a "buff". Not all changes are buffs or nerfs, fellas.
Can we just do away with trash count? Design the dungeons so you can't skip mobs and if someone figures out how to skip a pack or two, good on em.
Good changes tbh. I’m all for skipping harder trash so you can deal with easier trash for %, but for lower skilled groups you should be able to get from start to finish of the dungeon without going well over 100%.Upper Karazhan is currently a mild offender of this. Even in Pugs you pretty much have to invis pot part the ramp to avoid going way over, and that’s even with skipping almost all of the critter trash before boss 3!
Great changes honestly
To the organized groups this is obviously a negative change, but still I feel this change is exactly what this instance needed. During the 9.1 TW m+ season this dungeon was crazy fast if you did the 'correct' route, vastly surpassing even Mists on key lvl 15. The only issue is, on more than 60% of the <15 lvl CoS TW keys where I performed dmg role, the tank did not know the route so well which led to arguments because ppl wanted fast routes for their farms even through on 15 it was not really necessary. >15 keys were literally more likely to be timed due to this. This is the very same issue that almost all BfA dungeons had, especially ToS. I remember how I hated to tank that dungeon just because of the insanely badly tuned enemy force count in a dungeon that was almost fully linear. It just does not feel good to have the enemy force count be something you actively try to avoid with multiple straight and fix skips just so that it wont overflow, instead of figuring out which pack to pull in in addition to what you anyway will / how will you get that last few %s. But the same goes to Spires in SL too. I'll never know why did they even bother spawning those mobs on the 3rd boss's platform, if they were tuned so that no sane tank would ever pull them regardless key lvl. Routing can be a fun thing, if the dungeon is designed so that it allows some flexibility to tanks, if there is a reason to think about what packs you pull and what you wont on each week / each comp instead of just this: pullsize = isFortified ? moderatePulls : giantPulls; That gets old pretty fast. Beyond 18 obviously you will have to start thinking about more creative routes, which might involve skipping things you would normally pull to be able to do a big pull of easier mobs or w/e. This is fine, the issue comes when this is virtually expected on <15 keys from tanks who still have green io.
I like these changes. Hopefully the dungeon feels better now