Yeah, been holding off a bit, but some thoughts on expert in general. And to give a disclaimer, we do plan to continue to hit all of these to see if we can somehow account for the adjustments successfully.
Boss 1, required some retooling of the basic strat to something more involved with additional behavior for everyone in the raid. Took a little time to work it out perfectly, but it seems solid and is probably around 25% harder overall than hard mode, but honestly, hard mode was a bit on the easy mode side.
Boss 2. I genuinely have no idea what strategy can down a boss in 4 minutes on hard and expert in 9 that usually takes us 10+ on hard, but props to ABC for figuring one out. We’ll keep trying.
Boss 3. As far as I can tell, we are doing everything possible to mitigate the damage over the maximum number of targets. We have the entire raid clump for the jump, we had everyone max out their vitality including potions, used all pre and post healing options, and we still have multiple unbendings each time. I’m curious to find out what the trick to this is, as with the accelerated cycles, even if we can survive the jump reliably with perfect gameplay, the windows for DPS are so small, I suspect the fight will take 30+ mins, and lag becomes a problem after 10.
Boss 4. A single vindictive stack is enough to overwhelm a heavy tank, and the buff lasts long enough that mitigation strategies can’t keep up. The window for effective bell ringing is small enough that even normal spells aren’t fast enough, and it’s easy to miss with ice lance. Combined with the fact that rarely, spells and projectiles will go through the bells means that you are pretty much guaranteed a wipe at some point.
Boss 5. We’ll need to try it again with the reset fix, but the hell demon fight varies dramatically per class. Rangers in particular have it rough sometimes even on hard mode, and cranking up the HP and damage makes this really problematic. This currently seems like one of the more potentially defeatable encounters, but we didn’t get very far with it due to the reset bug, so we’ll see.
Summary/Overview: Even with a raid in almost completely T12 gear, with full potions, with dozens and dozens of hours of practice running the hard mode version of these fights, many of them seem to be pushing the realm of viability. Getting everyone T14 gear from boss 1 and maybe 2 over the next several months so the raid has +5% total damage and +1% total vitality/armor/defenses does not seem like it would matter for overcoming this deficit. I’m sure we’ll come up with some strats for pieces of the fight, but honestly, hard mode was already pushing the limit of balance, when you factor in crashes, desynches, lag, bad crit streaks, loading flashes, animation errors, pathing issues, etc. We were the only guild consistently doing full clears each week on hard, and even after several weeks of perfecting our strats, optimizing our gear and getting practice, sometimes we wouldn’t get a full clear within our 4 hour raid window and need to come back later in the week to finish it off.
With everything here not just being cranked up by 5%-10% but feeling closer to 25%, with additional kill mechanics and even narrower windows of mechanics, identical appearances on the gear drops, a trivial increase in the stats of the new gear… it’s hard to be excited about this content at the moment, and I’ve already been getting feedback from my members that even if we manage to defeat these bosses 1 in 100 attempts when we perfect our strats and have no technical issues, it’s probably not worth doing so on a regular basis.
Apologize if this sounds like sour grapes or whining or whatever. I’m generally really positive and understanding about issues, and personally I am a big believer in aspirational content… this just doesn’t feel like it it’s doing the trick for a number of reasons. I could be wrong, and we’ll keep at it though. I appreciate that the devs are keeping an eye on it and having a dialogue with the end-game community.