I know I’ll probably have many of you fine players disagreeing with me, but after a very disappointing cata run, I have to say that the single thing I hate more than anything in this game is the Rasknitt boss fight.
I dislike that the way it’s designed pushes you to a strategy - more or less splitting up to the four corners to keep Rasknitt from attacking and spawning enemies - that it’s the opposite of what this game usually rewards - sticking together and helping each other.
So it’s very easy to get overwhelmed if some mistake is made. I’ve just had a cata run (it was insta-death, which didn’t help, but considering how the fight makes incredibly hard to pull off resses, it probably didn’t change much) where it took us 22 minutes to get to the boss fight, and after almost as much time (39.5 min) we were still there and died. We lacked a bit of dps, but we managed to handle most of the fight well, got rasknitt down to 25% health and even managed to turn the fight upside down when it looked like we lost it.
But this level really punishes mistakes. We pulled off some incredible saves, where only 1 player was left alive against a room full of enemies, and waves of monks and SVs and rasknitt’s shooting notwithstanding we pulled ress after ress. But the fight keeps getting harder with time.
My suggestion would be to limit this feedback, putting a hard cap on the max amount of enemies that can be spawned at the same time - or even at all, after all a 20 min bossfight is bull****.
Having less DPS should make a fight longer and riskier, not borderline impossible. This is expecially an issue playing QP, as usual. I know I’m gonna skippergate for a while…
TLDR: I hate how this bossfight makes your party split up. But more than that: while being easier to play than convocation of decay, it’s got the same problem: enemies keep piling up, so saving the team to keep fighting is not really feasible. In both maps interrupting the ritual and staggering rasknitt is the only way to go, fail at that and you are quite likely screwed.
I suggest to modify the spawn of enemies so there’s more room to play.