Mythic+ Feedback [Area 52]
I have played through the reworked dungeons and mythic+ extensively and I would like to offer my feedback on their fluidity and what things may be changed for the better.
a) Most of the reworks have introduced, or left untouched a wide array of uninterruptible, undispellable crowd control effects that may target the tank, your healer or anyone, even pets and totems, indiscriminately. This affects all of the dungeons and the biggest culprits are Stuns and Root effects, with vastly increased timers and no counterplay (physical effects for the most part).
b) Very specific issues with group composition. This has been pointed out by Al'ar players as time went on, yet largely unaddressed. The way the m+ system works allows for very little choice. The only viable caster will be your healer, the only viable tank will be the one that can pull the most without getting deleted, the only viable dps will be the ones that can move and dps at will, with high cleave. For someone that can play all roles and has gear for each, this is not an issue, but this is not the case for what should be the majority of the player base.
c) Ridiculously high mythic+ coin costs. I will share my case to put things in perspective. I wanted to upgrade my weapon from m0 to m10. A grand total of 9000 coins. Quick calculation gave me about four weeks of using all of my available game time spamming m+ for the impressive gain of 20 spellpower. I was lucky enough to get a +5 drop from one of the caches and reduce this to about two weeks of straight grinding. I think this is telling enough. The costs need to be taken a good look at.
Issues by dungeon:
- Auchenai Crypts:
- Post-rework status: Auchenai Soulpriests now cast a channeled spell which phases out the target, requires an interrupt. This should not ever target the tank or the healer, as taking them out for 10 seconds is... not a good idea for any group. Auchenai Necromancers now have the ability to AoE heal their many skeleton minions. While nice, this spell of theirs should be a channeled spell, not casted with a duration like now. Have this in a cycle with two Shadow Bolt Volleys to give an actual palpable choice to groups. As for the bosses themselves, the rework fixed a lot of their issues, but also made them significantly easier to kill.
- Mythic+ specific: Corpse Explosion and Sanguine can be slightly dangerous at several points in here, but overall this dungeon is by far the easiest +10. The trash requirement is alright for this place.
- Blood Furnace:
- Post-rework status: Severely buffed rogues with spammable Kidney Shots, offhand attacks that never miss and rack up Deadly Poison, not to forget these are also Guardians, so no sneaking around. Unsure why these got targeted so hard with buffs. Hellfire Imps now spam Fireball Volley with no cooldown and one specific pack can even spam Blast Nova with impunity, which is ridiculous. As for the bosses, The Maker became a very frustrating fight, as the adds will spam Charge - a 2 second stun - on anyone, on top of the boss constantly targeting people with a small AoE disorient. Broggok got nerfed into non-existence. Keli'dan's Shadow Traps are a very nice touch, but targeting the tank or the melee should only happen if no one is at range.
- Mythic+ specific: The layout of this dungeon and the rogues peppered about make this unfriendly for skips. Given that you can't realistically skip things safely, the timer should be extended for this. Overall, a frustrating experience, especially on higher keys.
- Hellfire Ramparts:
- Post-rework status: Mobs have become very liberal with stuns, 10 second roots and the scryers love targeting your healer with their 10 second Fear. The Ripper mobs should reset their aggro table after they're empowered and become active and they should have a visual timed activation time, like a 1 second roar, to allow melees to react and feign/fade if need be. As for the bosses themselves, Gargolmar has been buffed significantly, but his behavior is not consistent. He pulls players in and then knocks them away if they're still in melee range, but occasionally he likes doing the knockaway twice, for some impressive AoE damage. This should be looked at. Omor's summoned felhounds do not obey normal aggro rules and will only respond to hard taunts. Vazruden's Whirlwind makes him constantly drop aggro, but it doesn't stop him from using his fierce blow. Nazan's Fireball (while flying) should not follow you if you try to move away, the ability has high direct damage, is unavoidable and leaves a fire AoE at impact - way too overloaded.
- Mythic+ specific: Overall, the dangerous and numerous trash paired with bosses that at times decide to just ignore what they're supposed to be doing makes these keys a frustrating affair.
- Mana Tombs:
- Post-rework status: Some needed changes to Sorcerers and Nexus Terrors which were very well received. The Soldiers have the odd habit of using their Charge stun in melee range. For the bosses themselves, Pandemonius is in a good place. Tavarok still has the nasty habit of stunning your healer with Crystal Prison, then occasionally using Crystal Cleave on your tank twice in quick succession. I think the biggest issue on this boss is that his cleave has a very high range in damage and can hit unexpectedly hard for no particular reason, while also being able to stun your healer back to back if RNG is against you. Shiffar's ethereal beacons have the nasty habit of spamming Arcane Missiles before summoning an add. Their spell damage needs to be looked at, as it seems they're dealing a lot more damage than any of the adds they summon.
- Mythic+ specific: The layout doesn't allow for a lot of skips, which means you will be doing trash whether you want to or not. The timer should be extended.
- Sethekk Halls:
- Post-rework status: The Sethekk Hawks have an unfortunate ability of using their Charge in melee range. The Sethekk Spirits now deal incredibly high physical damage and are capable of fierce blows for some unknown reason, this should be looked at. As for the bosses themselves, they're among the easiest of all dungeon bosses.
- Mythic+ specific: With just a few nitpicks here and there, this is one of the easier keystones, regardless of affixes. Trash requirement is okay.
- Shadow Labyrinth:
- Post-rework status: Few changes here. Sadly, the Fanatics still have the habit of fixating your healer. Two Fanatics can and will fixate the same target with impunity. The bosses themselves have not received any changes, but can occasionally behave erratically. Hellmaw's Fear does not respect any timer, Blackheart charges and immediately drops aggro, Murmur has a chance of resetting at 100% health (these last two should be fixed by recent changes).
- Mythic+ specific: A lot of unskippable trash, with occasionally dangerous pulls. High keys are always a bore. Timer has to be extended.
- Shattered Halls:
- Post-rework status: Rogue issues were described earlier, Ooze mobs now explode and debuff your entire party, in what seems to be a 40 yard range. As for the bosses, their changes were the most interesting. Nethekurse now has the weird ability of dealing 90% of a players maximum health over 3 seconds, while also reducing his healing intake by 75%. Unsure what the idea was supposed to be there. Porung now has a channeled frontal cleave ability. O'mrogg now has two major abilities: Burning Maul - which forces your tank to share damage with everyone else in the party or get hit by 10-15k additional fire damage every hit, then his Fixate, which more or less works now. However, he enrages at 25%, runs faster than the player and can cast Burning Maul while enraged. Looks like whichever dps gets chased during this is going to be sacrificed.
- Mythic+ specific: Lots of unskippable trash, dangerously high in numbers. Three chesting this is unfeasible, even with an ideal composition. Timer needs to be extended greatly.
- Slave Pens:
- Post-rework status: I will focus on the bosses, as these have received the most significant changes of all the dungeon bosses. Mennu's totems are a significant strain now, as one of the totems slows movement speed by 75% and another heals the boss for % of his max health. Not sure whether it is intended or not, but the totems also become immune to damage after ~5 seconds. Rokmar is now a kiting minigame. Quagmirran can target the tank, the healer or anyone else with a very high damage AoE that leaves damaging areas behind. Even with saving the naturalist NPC and boosting your nature resist, the damage there is unreasonable for most healers to handle.
- Mythic+ specific: The trash requirement here is abnormally high. You cannot skip anything other than the bridge-levitate trick or you won't have enough. This needs to be looked at. Overall, this is one of the more difficult high keys.
- The Arcatraz:
- Post-rework status: Both bosses and trash mobs stayed pretty much the same through the rework. Overall, a long dungeon, with excessive walking and way too much unskippable roleplay. Contains one of the last remaining complete immunity mobs - the Wind Walker mob that is immune to all nature damage.
- Mythic+ specific: One of the worst layouts and roleplay heavy, coupled with a really unfair timer. Needs to be adjusted. Higher keys here are a nightmare.
- The Botanica:
- Post-rework status: Unavoidable Sleep occurs less often, thankfully. The Arcane Patroller mobs have a really weird 35ish yards knockaway and can spam Arcane Volley. The Falconers still like sentencing healers to death. The Falcons also like spamming charge and permastunning the marked person. Death and Decay is thankfully visible now, but your tanks can still get polymorphed (Floralmorph - 10 second root) and rooted (Entangling Roots - 10 second root) inside it. The bosses themselves are not as dangerous as the trash.
- Mythic+ specific: Unavoidable trash that makes you question the meaning of life. You can hit 100% trash percentage before the second boss. Timer needs to be extended.
- The Mechanar:
- Post-rework status: The various blood elf mobs have been given a wide array of debuffs, including movement speed reduction, attack speed reduction, reduced armor and healing taken reduction. The unfortunate part is that they can stack these, in particular the healing reduction part up to 100%. This is... not very well thought. Overall, the mobs and the bosses deal less damage with one notable exception: the Engineers cast "Death Ray" which hits the tank for around 25k unresistable magic damage and one shots healers. This should be looked at.
- Mythic+ specific: The trash requirement here is abnormally high. You can't skip anything or you won't have enough by the end.
- The Steamvault:
- Post-rework status: the trash mobs themselves have received little changes, but the bosses - oh boy, oh boy. Thespia was turned into a rather weird four phase encounter. The main issues are phases two and three. Phase two has an overlap of four water elementals casting Crashing Waves, that douse and deal significant damage in an AoE around their target and constant Hurricanes, which stun doused people. It is hectic enough, but then phase three happens and you get around 12-15 smaller elementals which deal around 1.5-2.5k each (depending on keystone level). This is comparable and slightly worse than Quagmirran, it feels like this wasn't really tested at all. Another big issue is Kalithresh, whose Distillers spawn water orbs upon being destroyed. These water orbs cast constantly at anyone in range, with ramping frost damage, no expiration timer and being untargetable. Combine this with Kalithresh being able to impale and knock away your healer halfway across the room, a whole layer of unnecessary RNG has been introduced to this fight. Should be revised.
- Mythic+ specific: The bosses here are atrocious. The trash requirement is too high and the timer low. In my opinion, the absolutely worst high keystone. You're better off downgrading to something else.
- The Underbog:
- Post-rework status: Some odd choices here. The first few packs incur a stacking debuff on your tank, that reduces his stats by 10% and stacks to 10. Unsure what the idea is here. Hungarfen has been turned into "stand in green or die" boss. Ghaz'an has been turned to quite an abomination. It now shoots a slow projectile that leaves behind a damaging puddle, followed by a fast projectile which deals damage that is shared with everyone in a too low radius (estimated 5-8 yards). On high keys, the fast projectile will bring two people down to 10% HP. The radius needs to be extended to at least 15 yards. Musel'ek and Claw do not work as intended. Claw resets aggro after charging and Musel'ek occasionally likes casting Aimed Shot (not his weak Multi-Shot) at everyone without freezing someone or channeling, casually dropping everyone to 10% HP. The Black Stalker is one of the biggest culprits of the rework, overall. He takes a player completely out of the fight for about 10 seconds by levitating them, with a slowfall after-effect that doesn't actually work. He puts a lightning debuff that has three parts to it. First, you receive damage for having the debuff, secondly you spawn orbs on your position every second for 8? seconds, thirdly the orbs explode in an AoE. This ability of his is overloaded and incredibly dangerous. Someone also decided to make his adds deal significant damage, effectively pushing this boss into a soft enrage with them spawning.
- Mythic+ specific: While there are some packs that can be safely skipped here, the bosses make this place one of the worst possible keystones. In my opinion, to be avoided. Needs revision.
@Anerythris This is a well thought out comprehensive review. Thank you for this.