As someone that pushed "high" keys back in BFA, the last boss was already the gatekeeper of the dungeon. It's unnecessary to add additional stress or mechanics into a fight that is already, outwardly very simple, but in practice extremely frustrating. The spiders alone are a soft enrage on that boss. You either need to kill her before the spiders become unmanageable, or you need someone with an immunity that can simply run through all the spiders in one spot of bad goo (a bres may also be sufficient but depends on how well grouped your team can get them). The boss itself seems very simple: dps boss → run out for soul rend → dps adds → avoid spiders the whole time. It's very straightforward, but in reality, it takes a lot of skill and awareness to keep the spiders grouped in a little spot when "active" and then maneuvering through the spiders to group for the soul rend. It's particularly funny when both spiders spawn and your adds spawn... under your feet, one shotting the group if they don't see the swirl in the chaos. /s Once the goop is on the floor, that area is unusable as well. All in all, that boss on a tyrannical week in 21+ (back in BFA) was the boss that decided whether or not you were going to time the key. It particularly sucked to do an entire dungeon just to get stuck on last boss because some idiot couldn't figure out how to not step on a spider, or you didn't have someone to just yolo the spiders to make room to move freely.I'm all for buffing Razan or the gold blood pool boss, but honestly last boss and totem bosses damage and mechanics were perfect. You only had so much time or so much space to work before you were just SOL. At least totem bosses goop eventually disappears if you keep it grouped close enough, last boss just becomes an unruly mess of bull!@#$ after about 4-5 spider spawns.
Snapping and reverse snapping is just terrible as blizz cant get data from mobs if people keep doing it to avoid any mechanics from mobs and such.
So just actually ran a AD, there's... no ticking damage? Or it doesn't feel like there's ticking damage? But there were some close calls with soul rend/wrecking overlap... and it wasn't a very high key.
So snapping broken, they already evaded for 2-6 seconds if you snapped them. Now they just got rid of it, ruining the fun for people that played it when it was current. The only people that don't like snapping are the ones that are just butt hurt because they are bads and can't do it properly.Yazma's changes were unneeded because that was the point of the ability, to punish you for not paying attention, it isn't supposed to be static damage, it hits too hard on tyrannical, healers can't heal you if you die in 2 seconds from 100%.I think the devs are proving once again that they don't play their own game.
Good changes, maybe nerf the damage a little bit though.