
Originally Posted by
Packetdancer
A little of column A, a little of column B.
Column B (overpowered by gear) is definitely a factor, and honestly probably the biggest one. The first alliance raid of an expansion is going to have a bigger gear spread to handle; raiders consider i580 to be basically the "baseline" gear spec right now, but the alliance raid needs to be accessible to people who are newly to endgame (which will give you i560 gear). But the power differential between "I just got to endgame with my artifact gear, and have picked up a few pieces of Moonward armor" and "I'm wearing a BiS mix of Augmented Radiant and Asphodelos gear, with optimal melds" is immense; I've been in there and had a co-healer who has literally 9k less health than me, because they're in the minimum gear they can queue in with, while I'm geared for savage.
And Aglaia is definitely tuned more towards the lower end of that spectrum, like the co-healer with 9k less health. Which, as something that provides catch-up armor, is arguably where it should be. Even if that means raid gear can trivialize some of it.
However, while I'm usually inclined to say a raid is tuned as it should be and we need to accept that savage gear is going to trivialize some mechanics, I do think that for once I'm going to agree that this one's at least a little undertuned. I love the mechanics, but when they aren't insta-kill (knock off a ledge, deliberately deal 150k+ damage on failure, etc.), I expect to see the savage-geared folks surviving by virtue of gear... but in Aglaia, I see the lower-geared folks surviving those failures as well. And sure, healers like me are doing our best to shield them and otherwise keep them alive, but that does still feel a bit more forgiving in terms of damage on failure than I'd expect for the raid.
(Granted, some of that may be that this is the first new 24-man content since the stats squish, so they might not quite have the numbers dialed in yet.)