Feedback: Treasure Guardian

BFA Dungeons, Island Expeditions, and Raids
Please use this thread for feedback and bug reports regarding this encounter, or related issues. Noting the nature of your group (Mythic guild premade, PUG, etc.) is helpful, as are any logs. Thank you to everyone who has come out to help test!
Flames of Punishment can be outranged without leaving the current room.

There are also no Flame traps which shoot in the small lanes next to the gates which creates a permanent safe spot to dodge Flame Traps.
Visual for side crush is on needs improvement. do to close quarters of walls and forced zoomed in camera and height of mob, it's not always easy to see which arm is up without fiddling with camera. adding in that sweep animation you have on other fights that show which side it's on would help immensely with this problem. The arm would work with more camera distance, but in these tiny square rooms we don't always have good camera angles.

Group was half 8/8M premade, half pugs.

The adds seemed pretty over tuned in terms of health. You can choose to only agro one of the adds and the other one is not tethered, so we brought the entire raid to one side and it took 4 minutes to make it through and kill 1 add with the entire raid (1 tank, 3 healers, 9 dps) which was with lust once we got gems. It seems clear that the intent is to split the raid and do half on each side, so unless the goal is a 10 minute encounter then they should have their hp reduced.

The tank gem is bad. A 100k shield once every minute where you can't control it is really not interesting or useful. At the very least make it an on use ability with a minute cd instead of being passive so we can control when we use it.
i really enjoyed this boss --- aaand I've only seen the entirety of phase 1

edit: thief's bane debuff is not listed in the journal
About 20% of the time Crush isn't hitting the side the boss is showing (right arm, hits left).

About 90% of the time people crit error, primarily on the lightning side (and the room with the increasing damage debuff).

Laser from room 2 persists across many rooms and goes through walls.

The DJ doesn't list Overcharge in room...8(?).

The encounter resetting when one side wipes is pretty neat, but sometimes after the "alive" side gets ported back, orbs will get thrown out and keep people in boss combat despite the encounter resetting.
Volatile Charge persists on players when combat ends (combat reset when one side dies, Hearthstone, etc) and leaves the spark there and doesn't despawn until combat ends again.

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