Currently Egregious Mythic+ Mechanics

Hi all, just wanted to share some thoughts and suggestions for certain mechanics that I personally find a bit harsh in Mythic+ dungeons. I’ll get right into it.

Vortex Pinnacle

  • Armored Mistral: the Pressurized Blast mechanic happens too frequently and/or is too big. I would reduce the size to 10 yards (which maintains the requirement to move out without making it so obnoxious) and reduce the frequency a bit so it’s not so punishing to melee.

  • Skyfall Star: give these a normal aggro table (but keep the random cast) so that they can be grouped together. A lot of specs do not have much ability to hit mobs that spread out like that. Combine that with these being very dangerous on high fortified keys, and I think these are a little too harsh.

Neltharion’s Lair

  • Vileshard Hulk: These mobs are actually more dangerous than their Legion counterpart on damage alone. I don’t think it was necessary to make them immune to CC on top of that.

  • Rockbound Pelter/Trapper and Emberhusk Dominator: Jagged Disc and Crystal Spike. These two abilities are actually nonsense. They do way too much damage for something that is spammed constantly and basically has no counterplay besides the degenerate kiting strategy done in Legion. Please allow these to be kicked and give them a cooldown.

Freehold

Honestly, I don’t really have much to say about Freehold.

The Underrot

  • Cragmaw: Please, please, please fix his ability timings. Back in BFA we were able to control the spawns of the ticks from the Charge ability by positioning him against a wall. Now we have to deal with Charges that happen extremely close to his Tantrum cast, which means we not only have to deal with squishing ticks from both abilities, but we have to try to remember which ticks came from Tantrum and which came from Charge so that we can focus the Tantrum ones first. This is because he does Charge so close to the end of Tantrum. At the very least, give us a good 10 seconds or so after Tantrum before he does his next Charge so we have enough time to finish squishing and get him back to a good position. Alternatively, do something with the ticks that spawn that doesn’t make 4 or 5 of them a pretty quick tank death.

Brackenhide Hollow

  • Decay Speaker: These mobs are very difficult to move. Maybe make them delay their first cast a bit so you can pull them in?

  • Stinkbreath: Make his breath dodgeable. An unavoidable disorient on an already annoyingly inefficient mob is just going too far.

  • Rotbow Stalker: It would be nice if he was able to be moved without running halfway across the dungeon.

Halls of Infusion

  • Containment Apparatus: give Containment Beam a cooldown if stopped.

  • Primalist Earthshaker: reduce the radius of Rumbling Earth and make it more visible (it’s basically invisible in the water before the third boss).

Neltharus

  • Chargath, Bane of Scales: Delay the initial damage of Erupted Ground so that players have the opportunity to move out of it without taking damage if they react quickly.

Uldaman: Legacy of Tyr

  • Vicious Basilisk: Chomp is crazy. Remove the ability for it to stack or increase the cast time so tanks can outrange it, since that seems to be a reoccurring theme this expansion. The only reason I didn’t bring this up for Neltharion’s Lair is that the ones in there seem to do it far less frequently and you are not required to pull any.

  • Earthen Guardian: Remove the area damage component of Blessing of Tyr and increase the damage bonus to 30-50% so we have the option to keep the mobs in for easier damage at the cost of taking significantly more damage.

  • Infinite Timereaver: Decrease the radius of Stolen Time from 60 yards to 15 yards. This will reduce the number of DoTs going out since the ranged DPS and potentially the healer can outrange it, as well as giving melee an easier method of removing the DoT at the cost of uptime on the mob. Alternatively, rather than this being a DoT applied to players, make this a pulsing damage aura that increases in damage per stack that the mob gains, but with the ability to purge the stacks.

I know this was kind of long but I hope at least some read through it and give me their thoughts on these abilities and my suggestions.

Thanks!

23 Likes

none of these issues address anything being undertuned or underrepresented. Could you please include the tuning changes that need increased, also?

I’m not really sure what you’re asking here. I didn’t mention anything about tuning classes/specializations in the title or the post itself. Maybe I’m misunderstanding you?

He isn’t either.

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OP is being very civil and making specific suggestions. Almost nobody is ever specific and leaving coherent advice. At least give him a chance before you make with the elitist behavior on all your crappy alts.

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That would be great, these feel like outliers.

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Outside of the Vileshard hulk, yea these would be solid changes

Desperately wants people to know hes good at the game so fights anyone not saying stuff needs to be buffed

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Just dont pull the 1st 1. They’re too spread out that it’s easier to just pull something else. Suggest the extra 4 elementals after the 1st boss. Then you can just go around the starfall adds

You realistically only need to pull 1 before the 2nd boss. And only the tank should take dmg on that add. It has a frontal so dont stand w/ the tank.

Agree. Nothing annoys me more than him using tantrum when he’s not meant to yet.

Yeah, the only issue I have with this option is that the dragons also end up being really dangerous on high keys and a huge time sink due to their health. You’re getting 20 count for a much longer pull than the 16 you get from stars. It just feels more worth it from a time perspective to skip a dragon than to skip a stars pack.

Do you not pull two? The one before the 2nd boss and the one in the boss room? I should probably clarify: I’m actually maining prot paladin this season, not the rogue I’m posting on. Just forgot to change the character.

Didn’t expect any opposition to this one XD

So all that being said, not all of these are like absolutely must change. Some are, but I figured I’d just give all of my thoughts at once. I really appreciate the feedback, and I think I would end up being fine if the two in particular that you mentioned did not change. On a side note, I’m embarrassed to admit how long it took me to figure out how to do the quote thing you did LOL.

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I think this is an either/or fix. If you did both it would make it entirely trivial. So one or the other, but I’d prefer reduction in size tbh, that way as a healer I can’t be stuck out of range of a tank who has run off to pull more over the bridge by this cast.

The aggro change is good, but I think the casts should be a little bit slower, so there is less chance of someone being clapped without warning by being targeted by 5 at once on the pull.

100% this. Any mob that randomly casts at dps is annoying, but not being able to kick them makes them even worse.

Yeah that was jarring. He’s a big enough pain as it is without charge coming that close after tantrum.

Yeah this works.

Yeah this is the biggest problem. Either nerf the damage or cap the stacks. It is insane to have trash that basically requires a priest to be able to counter them, especially when that damage is paired with the reduced haste making them even harder to heal at the end when they are doing the most damage.

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Solid suggestion on all. I laughed a bit on the jagged disc part because it’s so true. Chunks people.

I am not sure if this is a bug but hey known it since BfA.

You still fight him on the wall but you can make him charge into a little nook where even after he tantrums it is not so bad.

nvm yes I forgot about that pack. But tbh it’s really not that bad of an add to tank. I’ve tanked it on a +18 fort and didnt felt like I’m going to fall over easily. I main a prot pally as well. I dont know how it is on a +20 but considering I’m only 430ilvl and it’s not really doing any dent on me and I’m not even actively thinking on rolling my cooldowns to deal w/ it

I know the dragon is painful to pull but honestly I think it’s far quicker to pull it on it’s own than pulling the entire dungeon just to skip 1 dragon. This is where you hope the healer can handle the incoming dmg.

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I’ll take care of this part for the OP. Below is the comprehensive list of undertuned trash and boss mechanics in the current season of mythic+

And done.

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You think these mechanics are undertuned?

No I was giving him a list of nothing. I think your ideas were decent enough. I’m just pushing back on the eye rolling assertion that there must be undertuned things.

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Forget what it’s called, but there’s an unstoppable 40 yard group AoE and on fortified bolestering week it was taking out at least half the party.

The solution is of course to focus that mob down first, but that’s some pretty obscure game play that you need to know for the two or three weeks it might come up in the whole tier.

intimidating shout from the enforcers and I think everyone has fall victim to that during bols week :rofl: Especially last pack when you let painful motivation go thru while having them bolstered and cast shout. It’s was just too funny to see

I’m about 95% sure you can range it.

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Stopped reading here, because devs don’t know how to make abilities that aren’t punishing to melee.

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Think it’s Shattering Bellow.

WoWHead says there’s a mob before the council boss that has a interruptible version of it. But they also still recommend interrupting “Sea Spout” which you can’t do anymore.

If the damage is going to stay at it’s current level it needs to either be interruptible or have it’s range reduced and marked on the ground to be consistent with the rest of the game.

Currently its just a “what in the hell was that?” wipe.