Inflamed Sephotep Changes Discussion

Fundamental Design Flaws

  • Adds – This fight is an add fight and not a boss fight (as already stated and probably will be stated again). It takes over 1/2 the party to deal with the adds. Which is, boring.
    —> Suggestion: I think it would be fun to have the adds spawn from an interrupt you do on the boss. Aka if you dont do enough interrupts you get adds, but sometimes you want adds so you dont want to interrupt. It would add some more nuance so you could make the fight what you want for the different phases.
  • Tanking – Not sure how it was intended to tank this boss but having sickness stacks, and having the off tank do all of the mechanics is too much.
    —> Suggestion: Don’t have an orb go to an off tank. I think this is the case in normal mode already so I’m confused why it is different in hard mode at all. Edit: Also don’t have a red circle but I’m less convinced of that need. Tanks main job is to keep targets still so even if they’re tanking the adds and jumping circles it’s a lot.

Major Technical Issues

  1. Invisible Tank Busters & Red Circles – Every time we do a raid, we restart the instance between bosses 3 and 4. This is because if we don’t, boss 4 has invisible tank busters and red circles. This one may not be specific? Boss 3 has issues after awhile which can culminate in needing to restart the instance but this is almost a guarantee that if you dont restart the instance you’ll get an invisible tank buster at some point.
  2. Red phase – if someone is partially desynced it won’t open. I know this is a larger issue also, but its very annoying to not be able to do that mechanic with someone desynced.
  3. Blue Phase Opening – If one, or both, of the portal orbs are going to 0,0 we have to open blue phase by having someone log out and back in. They’ll log in at 0,0, pop the orbs and open blue phase (and most likely but not always die). This is easier than doing the mechanics because someone just has to relog but ya. Would be nice to do the mechanics.
  4. Boss leashing on returning from hell. This one is rare but incredibly infuriating. I believe it happens if the main aggro dies after the portal has opened and then they go to hell. . If we had 2 tanks that were on boss and wanted to alternate who goes to hell, thats possible. And a tank could very well die after the portal opens from an orb and get rezed. We now resort to if you had aggro you stay out of portal.

Other
I would like the red circles dropping size to be reduced by a like 10%. Still make them bigger than boss 1 but not like… huge. Or have it differ depending on amount of aggro you have on the boss or something. Because With 10 people in that space. It leads to people being VERY spread out, which makes it very difficult for anyone to heal reliably. And I dont think reducing circle size by like 10% would make red phase any harder. (unless its reduced by like 50%) Just seems slightly too big.

#uncapraids
#uncaprap

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