Dungeon Tuning Incoming - March 24

With scheduled weekly maintenance in each region, we will implement the following adjustments to dungeons.

Algeth’ar Academy

  • Reduced the effectiveness of Dragonflight Pledge Pins.
  • Addressed an issue where the Blue Dragonflight Pledge Pin was giving less Mastery than intended.
  • Overgrown Ancient
    • Addressed an issue where some Hungry Lashers were not affected by Burst Forth.
  • Echo of Doragosa
    • Updated Arcane Rift visual to match the size of the rift.
    • Energy Bomb now targets 2 players (was 1).
  • Vile Lasher
    • Addressed an issue where Vile Bite’s bleed effect was not ignoring armor.
  • Arcane Forager
    • Vicious Lunge cooldown reduced, and damage increased by 50%.
  • Algeth’ar Echoknight
    • Arcane images now move during Astral Whirlwind.

Maisara Caverns

  • Hulking Juggernaut
    • Addressed an issue where debuff from Rending Gore is not categorized as Bleed.

Nexus-Point Xenas

  • Enemies at the entrance no longer spawn below 90% health.
  • Duskfright Herald
    • Improved Dark Beckoning visual clarity, and summoned duskwraiths now travel in a straight line.
  • Smudge
    • Forfeit Essence cast time reduced to 2 seconds (was 4 seconds) on Mythic and Mythic+ difficulty.
      • Healing to Nascent Dreadflail increased.
  • Nascent Dreadflail
    • Now becomes active 1.5 seconds after being healed to full (was 3.5 seconds).

Seat of the Triumvirate

  • Saprish
    • Void Bomb visual has been updated
    • Phase Dash impact radius increased to 8 yards (was 6 yards).

Windrunner Spire

  • Restless Heart
    • Squall Leap periodic damage increased by 36%, and increased the visibility of the Squall Leap debuff on players.
      • Developers’ notes: When considering the recent removal of Squall Leap’s stacking property, we are increasing the base damage value of this ability to compensate. This change incentivizes continued interaction with Turbulent Arrows to remove this affliction, while also capping the penalty for failing to do so.
5 Likes

Yeah, I’m sure buffing dungeons to be harder, after all of the changes already made, will encourage people to participate more in this content.

Keep up the good work guys you’re doing great.

46 Likes

World of warcraft

Midnight

Fixed a bug that too many players still playing this game

51 Likes

Can’t wait for someone to find out these buffs scale horrible and now make stuff super lethal

2 Likes

We need an “I don’t like this” button

28 Likes

Cutting cast times in half seems hasty.

13 Likes

Omg, you actually buffed dungeons.

It’s like seeing a unicorn under a double raindow, pretty sure I teared up.

Rare Blizzard W.

5 Likes

Dungeons becoming harder? I’m down for that.

2 Likes

Next up, they will double the amount of trash mobs in each dungeon.

Because they just aren’t quite tedious enough.

10 Likes

(clicking imaginary “Dislike” button)

8 Likes

Yeah because healers screaming (and quitting) because everyone’s constantly taking damage from mysterious sources you can’t react to in addition to the damage sources we have a small chance to avoid… players being globaled to death from full health instantly, players always being hit with silences, stun cheese, or fears right when we use a 2 or 3 minute cooldown so it’s wasted wasn’t enough.

Let’s make the dungeons even more hateful.

The “bug” you’re fixing is ppl actually engaging with the content who aren’t top tier sweaties.

17 Likes

Seems kind of lame and pointless. It was fine in Dragonflight.

10 Likes

Scaling has changed drastically since then.

1 Like

bros reduce the amount of mobs first lmao. i like the dungeons but we dont need 50 million pats at every corner.

:pea_pod:

8 Likes

this is the only change that seems out of place. why?

edit: i get it. i think they’re trying to make the “pull everything into the final room and LOS in the doorway” strat harder to pull off.

:-1:

2 Likes

They could do that more easily by getting rid of the stupid timer that incentivizes everyone to rush all the time. Reward GOOD play, not FAST play.

6 Likes

then it wouldnt be m+ anymore its would just be another raid.

1 Like

They do reward good play. That means actually doing damage to enemies.

1 Like

No, because every raid fight has had a timer since, like, Naxxaramas.

no. two main objections to that statement:

  1. the timer is part of the challenge.
  2. good play and fast play are not mutually exclusive.
4 Likes