- [ Absorption & Utility ]absorption and utility tagged abilities had their range reduced to 35m instead of 55m.Therefore it's impossible to heal as a puri or a physician and many other similarly tagged abilities from other specs don't work either.- [ Player Centered Cleaves ]Player centered cleaves still cant reach the boss. Therefore, some specs are losing a lot of dps because they have abilities in their rotation that work this way.Dervish: Whirling DervishHarbinger: Lucent Slash- [ Tank fire ground AOE: Trigger ]Sometimes it wouldn't happen.Not sure how to regenerate the bug. Maybe it was related to the tank distance from the boss?- [ Pandemonium DPS check ]Pandemonium cast time should be reduced to 15s.Idol HP needs to be slightly increased by 1 or 2 million.(the DPS check was a little bit too forgiving when we first reduced the cast from 20s to 15s, thus, we suggest a slight HP increase of 1-2 millions on the idol)- [ Meteor Cheese: Life insurance ]Meteor can still be cheesed with life insurance- [ Meteor Cheese: Cleanse ]Meteor debuff can be cleansed.- [ Combo damage is fine ]Damage of meteor + Turmoil is just fine.Don't let anyone tell you that it's unhealable - don't nerf it basically.- [ Instant Boss Cleave - Wipe ]Boss can still instantly do cleave right after he turns to the raid to use an ability on a player (causing instant wipe).If you cannot fix it in a different way then one of the suggestions was to change the cleave into an AE ability that can only be used on the active tank and it has 30 meters radius around him.- [ Floor AOE not possible ]Floor AOEs (such as Puri: Fire Wall) cannot be used anywhere on the floor.I assume we are standing on a platform which is positioned a few meters above what is actually considered to be the floor for designers.The only way for us to be able to use it on the floor is by doing it with a macro that uses the ability as a player targeted gtaoe.- [ P2 Laser VFX ]Add some extra VFX on the laser.Don't need to change the current VFX just add more stuff on it so people with different settings can see at least one of them (for example red laser + blue lightning on top of it + w/e else on top of the other)- [ Entrance Green Wall Camera issues ]The green wall that spawns on top of the stairs (entrance of the room) forces the camera to go almost 1st person when u have to run close to the edge of the platform.For example, on phase-2 when chaos happens and there are 4 rings and the safe one is the outer the camera will get ****ed when you have to run towards the side of the room that the Green Wall is.- [ P2 Rotation Direction ]The problem is that when they beam is moving, say, clockwise and therefore is pushing the whole raid to also move clockwise, if both rings to the left and the right of the safe-ring have their red bubbles moving the opposite direction to the beam (say, counterclockwise) then dodging the red bubbles whenever you have to go around a purple aoe becomes double as hard because the collision speed is doubled (whereas if the red bubbles were coming clockwise while you were also moving clockwise then the collision speed is halved which makes going around purple aoe easier).-- Now the issue is that the speed of the red bubbles and beam is increasing gradually which makes dodging red bubbles that are moving same direction as you more challenging to dodge but they also make the red bubbles that are moving opposite direction kinda impossible to dodge./////////////Here are 2 suggestions to make it doable while not making it too easy|> Suggestion-1 Every 15s we know that the a new "safe-ring" is decided.Give a 50%-50% chance to the beam to go clockwise or counterclockwise when the new safe-ring is decided.If the beam draws a clockwise rotation then all red bubbles are going to be moving clockwise as well.If the beam draws a counterclockwise rotation then all red bubbles are going to be moving counterclockwise as well.The trade-off here is that you can not just follow the leading beam, you kinda have to keep equal distance from both sides of the beam because you don't know which way it will spin next! ..and at the same time it fixes the issue explained above (with players running opposite to red bubbles)|> Suggestion-2 If there are 4 rings; 1,2,3 and 4 then make rings 1 and 2 to have their red bubbles always moving clockwise while 3 and 4 having their red bubbles always moving counterclockwise.Beam always moves clockwise.For rings 1, 2 and 3 being the safe ones there's always going to be at least one ring next to you where the red bubbles are also moving clockwise and, thus, you should probably try do use those rings whenever you wanna go around a purple aoe that is blocking your safe-ring way.In that case the only problem would be ring 4 because ring 3 would always go counterclockwise so one "fix" would be for ring 4 (the outer one) to never be a safe-ring which is not a horrible idea considering that the tank can use it to drop his Fire-ground-aoe there and also considering that the healing range should be 55 meters but that might actually not be enough if the healer and the tank have to stand at the exact opposite sides from each other.- [ Tank Fire ground AOE: Uptime ]Currently they stay up for 1 minute.On phase-1 there's pretty much no reason for them to stay up that long since the way the fight goes we never had to manage the room for the raid to avoid any of them.However, during P2 they create issues because the tank has to drop them on top of the safe-rings or possible-upcoming-safe-rings.|> Suggestion 1 Make those fires last only 30 seconds until the last 15-20%.As a trade-off make them stay up permanently after 15-20%.|> Suggestion 2 Make outer ring during P2 (ring 4) to never be one of the possible safe-rings.Tank will be able to use it in order to drop the fires there which are staying for 1 minute before disappearing.This suggestion has some synergy with the "P2 Rotation Direction |> Suggestion 2"If you like the post 15% perma-staying fire you can do it in this version too.- [ Last phase reactive ]The reactive that stuns the purple bubbles in the last phase has a 15 meters range.It's a pain in the *** to get close enough to a bubble and stun it with that range.I personally think there are already enough elements to that mechanic such as;Debuff awareness, Decision making when to pass the reactive and to who, Ability to tell when it's the right time to press the reactive and stun the red crystal on the right spot.Therefore, i really don't think there should be a requirement to constantly make sure you are within 15 meters of each crystal you want to stun. It just makes it too annoying. Just give the reactive something that makes sense, like 40 meters range or similar.