Anyone else just randomly taking damage in these new dungeons?

Not sure if it’s a tuning thing or if every pack seems to be loaded with mechanics but something feels off.

It’s both. Yes, there’s a metric crapton of unavoidable damage. There’s also things like the pyromancers in cinderbrew that eat people alive when they remain unkicked.

Yeah there was many moments where I was standing there wondering wtf is damaging me?

Oh yeah. Priory is pretty bad with that. A whole group can be eaten in seconds if things aren’t killed quickly or certain mobs aren’t prioritized. Cinderbrew, as someone else mentioned, is also pretty bad with random unavoidable damage. Then there’s Stunvault for that first pull.

I was having this issue on my warrior in delves in particular, I was instantly just dropping to half health. I was in combat but as far as I know I wasn’t being hit by anything. It happened immediately upon entering combat.

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Best way to tell is to grab one of a few things:

  1. Targeted spells weakaura. There’s one up for TWW now.
  2. Quazii or other plater profile that shows casts to be kicked/stopped.
  3. Mythic+ Nameplate Alerts weakaura. This does the same thing as #2 b ut with any nameplates.
  4. Causese’s TWW dungeons weakaura.

Not having those you’ll be pretty crippled in terms of what’s going to happen (not what is already happening) and probably miss a lot of kicks unless you’re absolutely amazing at the game. The details elitism plugin is updated too now showing some of the avoidable damage, but I haven’t looked at it much. It’s not the thing that announces to the group, just gives you a category in details that says “Avoidable Damage”.

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These should not be mandatory though, feels like the encounters are built around addons.

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That first room is a death sentence for pulling the entire room due to the stacking damage over time effect the mobs apply to their target. I had an impatient Death Knight earlier this evening pull the entire room for me because “I was going too slow” when I’ve done that room for over an hour during my farm and knew exactly what I could handle (a third of the entire room, so it’s not like I was even going one pack at a time).

No arguments there. It’s nearly impossible to tell what’s going on without the assistance of addons anymore. Unless you’re doing like one pack at a time, and nobody wants to do that as it’s incredibly tedious. You can memorize all the casts, and to be honest at this point I’m pretty much there. It’s just picking it out without an audio or visual cue on many of them is really difficult in an ocean of nameplates. You can in theory separate the casters out a bit with ROP or DK pull and have a better time at it, but again, you’re trading a lot of efficiency to see something that should probably be a little more obvious.

This is just the game design anymore. Last expac was better about it I think but this one has things like the fear in Stonevault (across multiple mobs in the standard pull sizes), Battle Cry in Priory, the pyromancer’s various ways of ensuring that your healer hates choosing healer as their role, etc.

FOrgot to mention too, the number of dangerous casts/abilities per pack went way the heck on up. 3-4 mobs in every pull with something that’s gotta be stopped or kicked. Some of it with shorter recasts than your standard kick so multiple people gotta be paying attention. There’s debuffs that go out faster than the dispel CD, and all of them are very, very hard hitting. Lots of curses, diseases, and poisons. It’s excessive and will likely get nerfed once the general pug population gets a hold of M+.

Sounds like nobody is doing mechanics in these groups you’re getting. I guess that’s expected, but can’t wait to see these discussions when M0 opens and more mechanics are added.

WAs or nameplate addons aren’t required, but they fill the void when players fail to handle the mechanics themselves — Which happens way too often.

Meh, a lot of the dungeons have unavoidable damage. That’s not a mechanic to deal with. Some much worse than others.

Yeah my shaman was taking some damage easier despite nothing visible actually hitting me and no debuffs. The last mob alive also didn’t seem to be casting anything.

Blizz added a lot of radiant damage to dungeons in DF to stop healers from feeling like they have to focus on dps in pulls instead of healing.

Not really sure who was having that issue to be honest. Not anyone doing hard content for sure. I was healing and healing quite hard in every season. The majority of the population isn’t top 1000 perfection at the game and uhh it meant a lot of healing even back then. Was that way in Legion, BFA, SL, etc. Yeah we have always been expected to dps, and that hasn’t changed. Now you just have to heal a lot harder on top of it and heal the tank quite a bit more too.

If you haven’t noticed, the only people the devs bother listening to are the 1% sweatkings, it’s why every dungeon has to have mobs with ridiculous mechanics, or why the AoE cap still exists. No one had an issue with healers healing in dungeons except the high end playerbase that needed extra dps from healers to push timers.

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ghosts are smacking u bro :ghost: :ghost: :ghost:

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I struggled in Stone Vault due to a crap ton of damage from the Machine Speaker bosses. It doesn’t make any sense.

Have you seen their abilities? It’s a moderate amount of damage, but it all “makes sense.” Some of its avoidable, some isn’t.

The master machinists? Yeah if you don’t kill them both at the same time they pulse an aoe until dead. Clipping the edge of the fire puddles is bad too. Plus around that time you may be snared.

Yeah my ilevel 320 fresh 70 is randomly being burned down repeatedly every dungeon I run by a mysterious source of unknown unavoidable damage.