Nighthold’s Nerf Bat

“You don’t understand. I coulda had class. I coulda been a contender. I coulda been somebody, instead of a bum, which is what I am.”
On The Waterfront

Nighthold’s Nerf Bat

Last Sunday, we didn’t kill Heroic Gul’dan. We sure tried. Our comp was 2/3/13 and still transitioning into heroic level gear. After a few wipes it was clear that we needed a fourth healer for phase three.

I didn’t mind at all. I felt that it was a good rehearsal to see the new stuff in the heroic version. And it IS pretty hard as it should be. Saying with confidence that this week, if we have our Holy Pally back, as the fourth, we’ll get Gul’dan.

And, Gul’dan will be nerfed with the server reset.


Gul’dan’s health has been reduced by 5% on Normal, Heroic, and Mythic difficulties.

  • Fel Lord Kuraz’mal and D’zorykx the Trapper’s health has been reduced by 10% on Normal, Heroic, and Mythic difficulties.
  • Inquisitor Vethriz’s health has been reduced by 10% on Normal and Heroic difficulties.
  • Azagrim, Beltheris, and Dalvengyr’s health has been reduced by 10% on Heroic difficulty.
  • Chaos Seed missile travel speed decreased slightly on Mythic difficulty.
  • Parasitic Wound damage decreased by 10% on Mythic difficulty.

This is not a hotfix from over-tuning. This is a nerf to let teams get down a hard boss. I am totally bummed about it because I wanted to kill him “as we knew him”. Still, East is East and Bizz is Blizz and the game rolls on and on and on.

It would seem that the 900 gear off the World Bosses on the Broken Shore and the 880 Nethershard gear is to lead us into the Tomb, not to gear us up to finish off the current content.

In general, I’m not a fan of nerfing content. I’d rather see players get buffed. When a raid gets dialed down in phases, like the Lich King, it is demoralizing to the body of players. And, I think, our team hasn’t finished gearing up yet and that they’ve jumped the gun with this nerf.

I know and appreciate the foot on the pedal ideal in this expansion but in this case, I feel that it hasn’t given the player base a chance to play up to the challenge yet. And that makes for a poor philosophy, even if I am the only one who feels that way!

For Blizz to trivialize their own content is like having to explain a joke to a friend; it just doesn’t work any more.

2 thoughts on “Nighthold’s Nerf Bat

  1. I do understand the feelings about doing content without any nerfs. I have been in there beating my face on the keyboard for all its worth trying to get that last 10%. But I have also seen what it does to the more casual guilds not pushing bleeding edge content seeing those couple of bosses as an obstacle they will never get. And when you lump Ahead of the Curve stuff to it also, it can be demoralizing. We had 6 or 7 really good players that joined the guild. With them, the raid team was advancing through Nighthold pretty well on heroic. The final two bosses were causing problems, and there was also an evening when these elite players were demanding people be sat out so they could get the bosses health pool down and just go with the top DPS and heals. When they still had some troubles, they all just up and left one day. Leaving the raid team down 1/3rd. But since then, those that just needed a bit more practice, a bit more gear, finally caught up, and now Nighthold is cleared in an evening on heroic. It was a bullet dodged. I have seen this happen before and the raid team never recovers.

    Liked by 1 person

  2. I agree that this nerf was, at least, premature. If Tomb was 3-4 weeks out, nerfing the last bosses to give guilds a chance to kill them before Tomb makes sense. If Tomb is, as is suspected, 6-7 weeks out, why nerf the bosses so early?

    We are progressing on Mythic Gul’dan, and like you, I think we had a good shot at killing it without these nerfs,we just needed a few more raid nights. Now the kill is going to be a tad less of an achievement than it might have been.

    Liked by 1 person

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