Couple QoL and maybe changes for M+ dungeons 12.1

Having done m0s now on multiple characters there’s a couple QoL that could help and one boss feedback.

King Rest is the most concerned with its corridors and longer rp:
-First boss should already be in the room in the middle while immune or something that makes it spawn faster
-The event with the 4 kings after should have one already spawned from the start
-Killing the kings should provide a speed buff or there should be some type of ghostly boots like windrunner spire or golden road after this to make travelling on the bridge faster
-The gate before the bridge before Zul should open much quicker and let people get to Zul
-The last boss rp should start as soon as Zul die so he is already moving

Altar of fang simply let us use ground mount in it, it feels so bad to not be able to.

Temple of Sethralis:
-Having some type of movement speed buff between 1st and 2nd boss would be welcome to cross both bridges.
-The lightning boss (Galvazzt) feels a bit clunky with how is mechanic work because of the area denial having to poorly be played around, it does feel like more should happen from this boss and the area denial doesn’t feel great. It might be late but I would rather see more active mechanics like more soaks and more dodge than an area denial on this boss at least the way it currently works.

-There’s an npc rather close to the chest reward at the end which teleports you at the start and is causing misclick issues with looting the chest.

2 Likes

Currently in Murder Row when on the last platform before the last boss boss many classes will aggro golems that are under. Probably could simply remove them to be fair.

There is also a lot of skips in that dungeon that make it a bit more tedious than needed. The golem after 3rd boss could also be removed to make the route a bit better.

There is also some minor issue with the snitch as you need to use them in order which result sometime in people not knowing why they can’t click them. Being able to click them in combat would also make the tempo better and feel like you don’t have to leave someone behind, it’s also something people do with shadowmeld.

On that note many abilities can be cancelled with shadowmeld and there’s so many of them I don’t know where to start with. Racials being able to cancel mechanics is a bit strong and I’m still asking for more racials to either be made better and have that level of utility or to remove it in dungeons/raids.

Voidscar arena:
Currently on Taz’Rah there seems to be a strat to bug out ghosts into walls and then going crossroom and los again to make the mechanic disappear, doesn’t seem intended.

The circle mechanic/void fissures seems to penalize melee a bit much. Having more than 2 melee makes this boss very annoying if not that melee also lose uptime as the boss doesn’t move immediately outside of the circles as he also cast a void fissure/circle on himself.