Looking over Elite Gamers, it appears that there haven't been any new wins on Atrebe's Vault in 3 months, and only 3 new wins on Queen during the same period, with about 10 guilds stuck on these 2 events at the moment, so roughly 1 per server. That represents probably at least 40 people per guild or roughly 400 people of various skill levels, that haven't made any raid progress for a whole quarter of the year. Realistically, these being mid tier guilds they probably have double that number in total roster members. That is likely discouraging, and not going to be a positive thing for the long term interests of the game. Considering that we'll likely have a new expansion in November, and we are roughly at the halfway point for this expansion, with about half the guilds that have beaten last expansion having already beaten this one, I think it is time to modestly re-tune Queen and Atrebe's Vault in particular to help some mid tier guilds make some progress over the summer with hopefully a handful more managing to clear the expansion before the next is released. Yes, the content isn't all that hard/challenging/insert nay-sayer claim to push over content, for the well coordinated guilds out there, and we've enjoyed a longer than usual period of mostly bug fixes, instead of nerfs to events. That said historically many raids are revisited to help straggling guilds during the cycle, and I think we're at a point where it is appropriate. If I were making the adjustments, for the Queen event I would look at the add timers, add hp, and the warcaster's AE's as the first places to make adjustments. I would probably reduce the damage of the warcaster dot, and reduce hp on the adds. It would not change the general feel of the event, while taking a little load off the healing and dps requirement and reducing the chance of instant deaths for those who get both dots. For Atrebe's Vault I would probably just increase the hard timer limit between add waves and reduce the Core of Flame aura damage a bit, and maybe the reduce the golems overlapping ae damage a bit. The mana control requirement is actually quite neat in my opinion, but I would probably prefer it actually DT people who fail it and spawn the penalty adds, instead of letting the same people repeatedly fail it so raid leaders have to play detective and yell at people who fail at mana management.