So last night we ran vet Dread Cellar HM on live and then on PTS (as far as the second boss)
esologs:
Live LogPTS log
I've cleared it as a dps on HM when the dungeons were released, but haven't gone back since. I was tanking for this run.
Twitch VODHere is the TLDR
first boss HM live:
first boss HM PTS:
second boss HM live:
second boss HM PTS:
PTS should have been cleaner since we had literally just run it on live. On live we had to work it out a little, on PTS not so much.
First boss analysisDPS
Yup, you're reading that right, 99k group dps dropped to 72k dps, the frost warden losing a whopping 19k dps.
The mag sorc was accidentally running matriarch instead of tormentor on live and still lost 6k dps on PTS.
Add took significantly longer to kill on PTS and the crystals had to be focused immediately or we risked the boss enraging.
Healing
at first glance it all looks fine, there was even more "healing done" on PTS right? What you're actually looking at is I'm taking more damage because the adds are taking longer to die. here it is again with over heal displayed
that's a 4k hps loss, just over 10%.
It was critically important to stay within the ground targeted heals, or as i put it, "in my little healing garden"
if you really want to see the impact of the dps loss plus the heal loss, here is my health for the 2 fights
live:
pts:
Overall PTS was significantly harder. The fight was longer because of the dps loss, the damage taken was increased because the adds took longer to die, healing was harder and less effective. We got through it, by improving our positioning and working harder for it.
Second boss analysis
Well, it's harder to compare this fight since we didn't manage to clear it. I think the fact that we cleared it on the 3rd try on live and failed after 11 attempts on PTS speaks for itself.
I've already filled the page with graphs, so i'll just summarise the issues we had.
Movement
This is a much more mobile fight than the first boss. Because of the red walls of death we're constantly moving from one side of the room to the other, which made the ground targeted heals and dots less effective. This mean we were relying more on "sticky" abilities and direct target abilities.
Adds
The dps loss meant that there was again more incoming damage because the storm atronarchs would last longer, the bolt wyrms would last longer and the red skellys would last longer.
Conclusion
Here is the big one, if you're struggling with this level of content on live, you're in big trouble once this patch hits.
We easily cleared both bosses on live and had a much harder time on PTS.
As I've pointed out in many other threads, the "power creep" issues are from super organised groups having all the buffs and debuffs all the time.
A 4 person group has a much harder time since it's impossible to have everything, and the more casual you are about such things, the worse it gets.
As far as increasing accessibility, less people will be able to clear this HM. This is not an opinion, this is a fact.