Feedback: Midnight Season 1 Dungeon Testing December 16 - January 5

Greetings!

Midnight Season 1 dungeon testing continues on Tuesday, December 16 at 4:00 p.m. PST (7:00 p.m. EDT / 1:00 a.m. CEST) and runs until Monday, January 5 at 10:00 a.m. PST (1:00 p.m. EDT / 7:00 p.m. CEST). Please note that this schedule may be adjusted if we encounter any technical issues during testing.

During the test period you’ll be able to acquire and customize Mythic Keystones by talking to the Keystone Vendor in Stormwind, Orgrimmar and Silvermoon. The nearby Dungeon Teleports NPC will assist you with transportation.Throughout beta, all Midnight dungeons will be available for testing on Normal and Heroic difficulty. Seasonal dungeons will rotate with each new test period.

For this round, the following seasonal dungeons will be open for testing on Heroic, Mythic and Mythic+ difficulty:

  • Magisters’ Terrace
  • Maisara Caverns
  • Nexus-Point Xenas
  • Windrunner Spire

Provided that the items equipped on your character are at least item level 226, they will scale automatically to a higher level as needed to support Dungeon testing.

Dungeon Updates

Magisters’ Terrace

  • General

    • Dungeon timer increased from 30 minutes to 33 minutes

    • Additional creatures now spawn with Arcane Sentry at the start of the dungeon

  • Runed Spellbreaker

    • Runic Wound

      • Ability cooldown increased
  • Void Infuser

    • Void Surge

      • No longer buff allies

      • Now fear all players in combat for 3 sec

  • Shadowrift Voidcaller

    • Consuming Shadows

      • Periodic damage increased by 42%
  • Devouring Tyrant

    • Void Bomb

      • Expiration damage increased by 71%

Maisara Caverns

  • Zil’jan

    • Now contributes to enemy forces
  • Gloomwing Bat

    • Now contributes to enemy forces

Nexus-Point Xenas

  • General

    • Reduced mob density on the final platform
  • Corewright Kasreth

    • Reflux Charge

      • Addressed an issue where Damage Over Time effect was stacking unexpectedly
  • Corewarden Nysarra

    • Now summons Grand Nullifier instead of Wretched Supplicant

    • Now summons Dreadflail instead of Null Guardian

  • Lothraxion

    • Adjusted pacing of the encounter

    • Searing Rend

      • Now only damages the tank instead of all enemies in front of the caster
    • Brilliant Dispersion

      • There is now a delay between initial impact and Mirrored Images spawning
    • Flicker

      • Added visual to communicate the direction of the charge from each image
  • Shadowguard Defender

    • Null Mantle

      • Removed
    • Null Sunder (New spell)

      • Melee attack has a chance to reduce the target’s armor by 3% for 12 sec. This effect stacks
  • Smudge

    • Healing to Nascent Dreadflail has been increased

Windrunner Spire

  • Fixed an issue where the rider of Phalanx Breakers could attack unintended targets

  • Prevented creatures near Derelict Duo from engaging in combat through the wall during the boss encounter

  • Reconfigured the dungeon’s Waystone locations

  • Derelict Duo

    • Reduced the pace of the ability schedule

    • Fixed an issue in Follower difficulty where Latch’s hook could interact unintentionally with the dungeon followers

  • Commander Kroluk

    • Fixed an issue where Commander Kroluk would spend notable time during his add phase auto-attacking instead of using Bladestorm

    • Rallying Bellow

      • Improved visibility of precast
    • Reckless Leap

      • Fixed an issue where the targeted player could move out of the damage zone

      • Damage radius increased to 12 yards from 8 yards

      • This ability now creates an additional effect within the chamber: Debris Rain

        • The force of Kroluk’s leap shakes the chamber, causing rubble to fall that inflicts damage to players within the impact locations
    • Adjusted the schedule of abilities to increase the pace of the fight

    • Adjusted health values in the encounter to rebalance the structure of the phases

      • Commander Kroluk’s health reduced by 5%

      • Phantasmal Mystic

        • Health increased by 50%
      • Spectral Axethrower

        • Health increased by 23%
      • Haunting Grunt

        • Health increased by 15%
  • Restless Heart

    • Reworked the Mythic mechanic by introducing Storming Soulfonts into the encounter

      • Storming Soulfonts form when players touch Turbulent Arrows, denying space until destroyed by Gust Shot

        • When destroyed, they eject Stormscatter Orbs that damage and knock away players hit
      • Gust Shot no longer interacts with Turbulent Arrows

    • Squall Leap

      • No longer has a duration and now stacks

      • This affliction can now be removed by stepping on a Turbulent Arrow

      • Periodic damage reduced by 33%

    • Turbulent Arrows

      • No longer applies a DoT
    • Bolt Gale

      • Now has a precast

      • Now pushes players within the cone away

      • Cone width increased by 25%

    • Billowing Wind

      • Now stuns the target for 5 seconds

      • No longer increases Physical damage taken

    • Arrow Rain

      • Impact radius increased to 4 yards from 3 yards
    • Gust Shot

      • Damage radius increased to 8 yards from 6 yards

      • Duration increased to allow time for players to resolve the new Mythic mechanic

    • Adjusted the schedule of abilities to accommodate the above changes

    • Fixed an issue where Gust Strike’s damage vulnerability was lower than intended in Mythic. It now matches Heroic at 200%.

  • Territorial Dragonhawk

    • Fixed an issue with Fire Spit where the creature would sometimes immediately recast the ability

    • Bolstering Flames

      • Adjusted recast logic to improve timing consistency

      • No longer casts if the creature is below 10% health

  • Spectral Axethrower

    • Throw Axe

      • Periodic damage reduced by 25%

      • Range reduced to 40 yards from 60 yards

  • Sureshot Archer

    • Shoot range reduced to 40 yards from 60 yards
  • Phalanx Breaker

    • Reduced maximum charge distance of Break Ranks to 40 yards from 80 yards
  • Restless Steward

    • Soul Exposure now targets two players
  • Devoted Woebringer

    • Pulsing Shriek damage increased by 25%
  • Apex Lynx

    • Ferocious Pounce damage increased by 13%
  • Phantasmal Mystic

    • Ephemeral Bloodlust haste buff increased by 15%

    • Flame Nova’s damage increased by 10%

Thanks for testing and sharing your thoughts with us! We’ll be reviewing your feedback closely and will continue to post updates throughout the beta as changes roll out.

1 Like

Healer pov (12s and 15s)

Overall pacing of the dungeons feels a lot better this week, particularly Magister’s Terrace and Nexus Point. I honestly think Nexus Point could use an enemy forces needed buff?

Overall from a healing perspective, damage intake feels very very high in most of the dungeons in +13 keys and higher. It’s doable, but the difficult pulls are being massively propped up by the absurdly high-tuned combat potions on the beta. A lot of the damage just seems to happen (which is nice since I get to heal constantly). But can sometimes feel out of hand – it’s hard to put my finger on it. Resto druid also feels incredibly incredibly strong, even after the recent nerfs since regrowth is the only healing spell in the game that can heal somebody to full in a single global (if you are setting up your hots correctly).


Nexus Point (timed 15 pov)

  • Enemy Forces needed seemed really low for almost just “holding W”. I think there are some enemies you can definitely skip, but even like a tiny bit more needed like 5% might feel slightly better since you won’t walk into lothraxion’s room at 85%+
  • Lothraxion Ping “tech” needs to go, although it is a “skill cap” thing you can do. Right now you can ping him right before he splits and the ping duration will stay long enough to keep the ping marker above the head of the correct target. I’m not sure if you can just make him unpingable or something like that to actually force you to engage with the mechanic.
  • Null Sunder just hits too hard right now. It’s a triple threat dot which hits the target for magic damage (hard hit), debuffs them against physical damage (which doesn’t make sense since the original hit is magic), then puts a healing absorb on them. It just hits too hard right now.
  • All the bosses are tuned very well at the moment, although the burst damage is really high on Lothraxion.
  • I feel like you guys buffed the flux engineers, but they should probably have either an interruptable debuff to throw the canister on the targets, or an uninteruptable cast that acts as a wind up.

Magister’s Terrace (15)

  • All the bosses are fine. The timer feels much better.
  • Runic wound can still target enemies that have a current application on them. I unbelievably got a triple stack at one point, which should never be possible. It’s completely unfair to heal that, while not being able to stop it. 2 Stacks are also extremely common.
  • I think the 10% haste buff is extremely good from the library, but it dropping on death feels extremely bad. It’s going to cause a weird bell-curve of opinions (high vs low key players), while not truly mattering for the vast majority of keys. I honestly wouldn’t mind if it was just like 3% haste that lasted for 30m or something (or 5% just like algethar academy.
    • In lower keys it’s going to be a spot of contention once people commonly use it, either through non-use or deaths being more common, which can feel bad.
    • In high keys, you ideally don’t want to die, but now if you do die, the key run is over since you lose 33% of a lust permanently on your characters. That definitely feels awful.
  • I understand the void surge change, and it definitely makes that area of the dungeon more dangerous now, but I wonder if there’s another way that you can make this a more forgiving interrupt? Right now, this is one of the few interrupts in the dungeon pool that will almost certainly wipe you, and can chain cc you if you pull more than two infusers. It’s also exceptionally difficult to parse that type of interrupt in the soup of nameplates with the tiny voidling adds (regardless of focus interrupts that high key players will use).
  • I’m not sure if I was immensely lucky, but the last boss always putting a debuff on the healer is fantastic. Right now, you can instantly dispel, then dispel on CD, but leave your own debuff up, and the fight feels very manageable to heal.

Maisara Caverns (15)

  • The big masks in the first area just do too much single-target damage with their beam ability. That needs to be toned down like 40% or more. Right now, it was hitting for almost 80-90% of our HP pool on a 15 key level without a defensive up, which is in conjunction with the ticking damage. You can get some extremely bad overlaps.
  • First boss should probably have a wind-up animation for the barrage mechanic, even if it’s only 1s. It does a lot of first tick damage for a non-wind-up ability.
  • 2nd boss could probably use some tuning on the healing requirement, but only slightly. Right now, with the frontal going out sometimes at the same time as the debuff (when you run the skeletons into each other), even if you are extremely efficient with your skeleton handling.

EDIT: Pls don’t kill me DH community, but blizzard, you have to do something about vengeance dh. That spec is completely immortal and doesn’t need any external healing.

1 Like

Hello, we have made the following changes to beta:

  • Addressed an issue that will sometimes cause disconnect in dungeons.

Windrunner Spire

  • Restless Heart

    • The pacing of the encounter’s ability schedule was slowed down

    • The Restless Heart now always attempts to jump directly backwards prior to Arrow Rain, and the jump distance was reduced

    • The knock up height of Turbulent Arrows was reduced by 20%

    • Bullseye Windblast cast time increased to 7 sec from 5 sec

    • Size of Arrow Rain impacts reduced by 12.5%

    • Pushback effect of Bolt Gale reduced by 12.5%

Hello, we have made the following changes to beta:

Nexus-Point Xenas

  • General

    • Reduced creature density on the final platform
  • Shadowguard Defender

    • Null Sunder

      • Armor reduction reduced to 3% per stack

      • Initial damage reduced by 80%

  • Flux Engineer

    • Suppression Field

      • Periodic damage reduced by 75%
  • Corewright Kasreth

    • Corespark Detonation

      • Damage increased by 150%
  • Circuit Seer

    • Arcing Mana

      • Periodic damage reduced by 38%
  • Dreadflail

    • Void Lash

      • Damage spells renamed from Melee to Void

      • Damage reduced by 33%

  • Lothraxion

    • Movement speed increased by 40%

    • Searing Rend

      • Cooldown increased

      • Impact damage reduced by 16%

      • Periodic damage reduced by 11%

Magisters’ Terrace

  • Runed Spellbreaker

    • Runic Wound

      • Now prefers to bounce towards players without the debuff
    • Arcane Shield

      • Removed
  • Hollowsoul Shredder

    • Dimensional Shred

      • Now teleports to front of the target
  • Seranel Sunlash

    • Wave of Silence

      • Damage reduced by 25%
    • Null Reaction

      • Damage reduced by 16%
  • Gemellus

    • Now triplicates 5 sec into the encounter and at 50% health

    • Neural Link

      • Updated visuals on target players

      • Now has a 3 sec cast time

    • Cosmic Sting

      • Cast time increased to 4 sec

      • Now creates Void Secretions on target location upon impact

    • Void Secretions

      • Now only occurs with Cosmic Sting

Good. this pacing was NUTS on a 10 or higher

Windrunner Spire Healer pov (+12s and 15s)

  • I wouldn’t be surprised if the meta is to pull the entire first room to open both doorways to keep the pacing of the dungeon smooth. It’s particularly dangerous, considering the amount of debuffs being thrown out. The Spellguard Magus not being able to be displaced or stopped is actually a crime, particularly since their cast coincides with the damage reduction shield. Perhaps make this an undispellable ticking dot instead so that you can at least drag the magus around (or maybe an actual interruptible ability considering how dangerous it is)?

  • Flesh Behemoth seems to have a crazy amount of hp for 3% count. The trash to derelict duo seems ok atm, since you can single player interrupt the poison blades effectively. Derelict duo is fine as well.

  • The trash to Emberdawn feels more lethal than the entire derelict duo wing. Having groundskeepers the enemy that puts dispel dots as well as the blanket poison debuff seems slightly too punishing, especially if you pull this slower than you would in higher keys. Emberdawn tornado spawn animation probably needs an extra 0.5s so that it’s not as punishing for how much damage it does (right now it spawns almost 1s after you drop it, and can wombo combo you if you are slow).

  • Axe throwers are probably in contention for the top 3 worst ever enemies put into m+ (at the current moment). I think these could use a slight redesign so they aren’t completely static. Right now it’s just pulling enemies onto axe throwers instead of pushing further into the dungeon, it feels really bad (their damage is fine now though). This makes this part of the dungeon have 0 pull variance, since you can’t actually pull more than a single thrower ever.

  • Commander Kroluk should have some ability logic so that his leap ability cannot repeat in sequence on the same players. Right now, you can get leaped in ability set 1 (then the boss does intimidating shout → rampage → leap) as well as set 2. Some players in my group just never got leapt to at all, the entire encounter. It’s probably better as a defensive skill check for individual players instead of a “pray I don’t get picked two sets in a row since I don’t have a defensive”.

  • Restless heart seems fine, the rot healing check is pretty high, but mostly manageable. It might be better for overall healing if bullseye windblast and her leap didn’t give an extra stack? Otherwise this was a great redesign.
2 Likes

Healer feedback roundup

Did a full round of 15’s. Just wanted to specifically outline some of the abilities that were very healing-intensive that I honestly think no healer besides resto druid can heal feasibly at the moment without extreme difficulty or it being super super stressful.

As a resto shaman enjoyer, chain heal feeling so weak makes aoe burst damage particularly painful compared to some other healers. As a resto druid, my aoe heals and regrowth are extremely strong compared to anything I could do on resto shaman, paladin, or holy priest for instance. It wasn’t even close either. On resto druid I just felt confident that I would be able to top somebody quickly, or that I was prepared for damage intake.

I will say that combat potions are significantly impacting this aspect of testing, too, since you can combine potions with slightly more dangerous pulls, especially reckless potion with mastery stacking resto druid to just never worry about healing.

Magisters Terrace

  1. Pyromancer ignition felt slightly too high, especially if you pulled it with any other enemies that might do partial damage to the group (thinking about the healers throwing magic debuffs, or worm pack + pyromancer).
  2. Devouring Tyrant: Devouring strike could probably use a nerf on the tank damage slightly; it felt extremely dangerous for both the healers (to spam single target heal) and tanks. I’m not sure how a healer like holy paladin could ever try to heal off the shield for instance, without feeling a huge sense of urgency.
  3. The animated codex enemies in the library do surprising amounts of damage; it’s not unhealable, but the random nature of it is slightly annoying, particularly if you pull the group of enemies into the single pyromancer, which seems like the intention.
  4. Seranel Sunlash is very, very, on the cusp. Might need another small nerf? Very stressful healing boss in general

Maisara Caverns

  1. Hex Guardian: Beam ability is just way too much damage. It also lines up perfectly with the ticking AOE damage on the group, where on higher keys it’s legitimately unhealable, it’s just a 1 shot.
  2. For groups without a purge, the grim skirmishers are extremely difficult to time to not blow up the group. It feels pretty lame that at a certain key level, you will only be able to live with a purge in the group comp, or you can only pull X amount. Maybe lowering the damage slightly. It seemed fairly dangerous to me, even as a resto druid. It also didn’t feel great that in uncoordinated pug groups, you would have to rely on somebody else to purge responsibly.
  3. Vordaza (2nd boss) has a very high hps check even when done correctly. It also has a relatively high coordination check for the amount of damage that the skeletons’ exploding ends up doing. I just don’t see how you can feasibly do this fight on all the healers. I ended up with 150k hps on this fight, which seems exceedingly high compared to many other fights.
  4. Last boss, I think it would be worth a ton if healers were untargetable by the totems, which would make it much less stressful.

Windrunner spire

Pretty much everything in here felt healable on every healer to me. I think if anything, having a curse or poison dispel just helps alleviate the interrupt requirements and helps out on the derelict duo. The last boss did seem to have a very, very slightly too high hps requirement – it did feel slightly stressful.

Nexus Point

Another dungeon where I think every healer has tools to effectively heal all the damage here. The circuit seer is pretty much a different flavour of the pyromancer from magisters terrace, but less dangerous now.

Lothraxion still seems to be stressful since the echoing rend can double-tick targets, still. There were times when allies were hit for 80% of their hp bar on hit, which made triage difficult.

3 Likes

My unspecific, short answer as a healer main is.. I agree. TLDR is there are a lot of mechanics on like 12+ or higher that just feel impossible at times. Either the amount of DoTs going out at once, the frequency of them or the damage they inflict per tick or as you stated, how some of the mechanics overlap. I don’t want high keys to be easy, but rather perform in such a way that allows healers to find the rhythm and plan accordingly v.s just an onslaught of damage puked at your party.

2 Likes

Maisara Caverns:

Vordaza is going to be a nightmare on live. I have only been able to kill that boss when I am healing. When I switch to tank it has been a wall in every group.

There is way too much coordination to reasonably expect pugs to be able to handle in an M+ environment. At a >=12, most healers in this community are going to struggle if the skeletons detonate at the same time. Most healers are going to struggle if a detonate happens at the same time as the AoE channel. Most healers are going to struggle if a DPS dies to touching a skeleton (which how about we make that a damage down instead of an instant one-shot). I don’t know why it always has to be the healer that is accountable for DPS and tank misplays, but I digress.

I am getting some major Drahga Shadowburner from Grim Batol energy from this boss. Which is about as much of a negative as I can attribute to a boss. There are too many points of failure to expect for 95% of the community to be able to handle this level of coordination.

I think something needs to be removed. Maybe instead of four skeletons, there are two instead and increase the periodic damage by a little bit and start a smaller periodic damage when the skeletons spawn, or make the duration longer, or make the puddles 50% bigger. Which aligns mechanically with other bosses in the pool. There can be other creative elements like debuffs added. It doesn’t matter. Four isn’t going to work unless you are a top 1% M+ pugger or in a coordinated group.

2 Likes

Maisara Caverns - PLEASE for the love of god remove the training dummies. Why would you even put them in the dungeon? To troll Hunters? Also I don’t know which mob spawns those green circles but it’s a bit much I literally cannot do anything as a caster

1 Like

Magister’s Terrace, 10, 10, 12 as a healer.

Overall i really like the dungeon and think its in a good place up to live (10/12) reward levels.

Bosses
Arcanotron is fine, i’m not a huge fan of bosses who fill up a room but dont require you clear all the trash in the room first, since it leads to a lot of overzealous tanks trying to keep the boss in a tiny area before someone eventually steps slightly to far (or in this bosses case gets flung back) and pulls the other half of the room, but people will learn.
Root and knockback damage felt fine, tank hit was a little high but that was only on the paladin tanks, the vengence and guardian ones i had didnt seem bothered by it. Orb soaking felt okay, one spawned in the wall the tank had him by where no one could see it coming but if thats fixed i think he’s all good.

Second and third boss feel very similar in that theyre extremely quick if the group reads the dungeon journal/watches a video before entering, but if they dont the boss take forever and the punishment is low enough for a non-tank/healer (at least to a 12) where it feels like it could just be a mediocre designed mechanic not actually the result of personal failure.

Sunlash is the better of the 2, the room is smaller and the 2 most important mechanics are applied to multiple people, so as long as one person in the first debuff set knows the mechanics the others can see it and copy them to decent success (did have this blow up a group once; they all went in at the same time) Same for his vow of silence, by the third rotation all but one dps figured it out from me being in it the first time.

Gemellus’ Link is not that clear, with the bigger arena, mechanics a similar color to the floor/room and while I dont think theyre bad: the mechanic markers are just 3 types of arrows; for someone who hasnt done the fight much, being told “go to the squid youre arrow is pointing to” is just as likely to make them remove the shield as it is to get them killed during astral grasp.
Tuning wise he felt fine when done correctly, healing was fine, puddles didnt feel like they required any fancy placement and the pull in was easy enough to position so it wouldnt drag you through them.

Degentrius i like mechaniclaly but dislike because of my current class design. He’s a forced spread fight with beams to keep that in place; my spec tree, hero trees and apex all promote group stacking as much as possible in efflo so the new shiny bits of my kit feel unimpactful here. Besides that he’s pretty fun, pre-spread to soak the big circles in each quarter, dodge the orbs (which isnt bad cause we’re forced pre-spread), dispel in a staggered fashion to make dodging those orbs a little easier and reduce the healing requirements, heal the tank hits. Well telegraphed manageable mechanics, with no horrible overlaps as far as i could tell.

trash
Damage felt pretty reasonable from start through second boss.
The pyromancers hit a little hard when they overlap with another ability going out since itll put you at 20% health. Not bad alone but theres worms exploding, books doing little barrages, her own ignition dot.
The other mobs didnt seem bad without her there to worry about comboing you, getting poly’d back to back isnt great but fine, the debuff that has you drop puddles seemed tuned okay and like you had time to get out of them, holy fire ticked pretty hard but i prefer that to just a chunk of damage.

The second (void) half of the trash is not necessarily unfair but does feel unfun at times.
Multiple heal absorbs I’m sure i wouldnt be able to handle if i wasnt mass mastery layering the whole group with combat potions, the tank absorb being more than their health bars, the adds that spawn in and book it to the healer if your tank didnt have some type of ground aoe out already out when they land, the void portals sending out dodge circles while this is happening, a lot of little cast bars going off.
IDK if theres a UI setting i havent found that highlights important interrupts, if its still a plan to add later or these things just arent interruptible to try and make you pull small but i have no idea whats happening most of the time as a healer til i get feared or 2-tapped by a mob.

Affixes
With the rewards for the vault scaling above a 10 now maybe they’ll all be okay since people will just rush out of the affixes entirely but theyre still there so feedback is warranted.

Other then last boss being a bit fiddly with the beams pulsar never seemed to cause a problem, they lasted long enough and didnt seem to have any bad overlaps from spawn times.

None of the packs felt like they needed any mass/chain cc so ascendant with the longer duration doesnt seem like itll be a problem.

Similar for voidboud, outside of a melee maybe not being able to reach it last boss or Geme lowering damage output during his pull theres nothing it couldnt be cleaved from with its longer duration.

Devourer made me want to throw the whole dungeon away, it is already a heavy dispel dungeon, it is already a heavy healing absorb dungeon, a lot of the dungeons are with the new design philosophy since its a good way to avoid putting in constant burst damage, adding devour ontop of that just sucks.
It also looks horrible with the current raid frames UI, takes up a lot of room, get obfuscated by any other healing absorbs, uses a non-dispelable border color on the frames (should probably make an omni-type color for things like this that can be dispeled by anything) and is still just generally unfun as a healer, the dungeon had plenty to heal at pretty much all times without/with different affixes so this just felt like a chore ontop of that.
It now having a slow so you can dispel it by shapeshifting or other slow removals is nice but none of the classes that could use that seemed to notice when i ran with them, so ill probably avoid them on live just like i do now.

3 Likes

Maisara Caverns needs their swirlies before first boss reduced by like 25% or more, holy moly. Like, not everyone is a BM hunter or melee, ok?

1 Like

Magister’s Terrace

Not super huge issues, but here are some potentially unintended interactions in Magisters Terrace:

Arcanotron

Tanking him close to any of the walls in the boss arena just makes him spawn exponentially fewer orbs. Should probably have logic so that orbs that have their spawn blocked outside the boss arena are then respawned inside the arena instead of not spawning at all. This can lead to a pretty high variance depending on which wall and where exactly you position the boss.

Seranel

  1. The boss will target somebody but then apply runic marks. Right now if you are lucky and a hunter is the main target, you can feign the cast then no marks will go out at all. Not sure if you want to fix that. Death Knight AMS will only immune the first glaive hit, but will not stop the glaive from bouncing to two additional targets.
  2. There is a bug currently once you finish the boss where the hallway trash will not spawn (the mages do not run in). Not sure how to trigger this issue

EDIT:

Nexus Point

Lothraxion

  1. You can ping the boss and nullify the split mechanic. Hunter’s mark also will show which enemy is the boss.
1 Like