Dragonflight Season 4 Dungeon Changes Ahead

DF has the worst dungeon pool ever made. Only Brackenhide and Uldaman were really good, the rest were hot garbage.

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Yet I feel WoW has branched out with more/different types of content in the mythic+ era than in say expansions TBC-WoD.

Mage tower, class halls, visions, Torghast, warfronts, islands, etc.

Old wow was leveling, dungeons, raids, dailies.

So the idea that mythic+ is taking resources from other avenues doesn’t seem to align with them making a lot of different types of content in modern expansions than before.

Which isn’t surprising because mythic+ is basically just number tuning. The large dev time is art assets and model building, which is being done for the dungeons anyway even without mythic+.

It just makes so much sense to have a queueable mythic mode (to be the new heroic as normal is unchanged) and m0 gets bumped up to a 10 that doesn’t require timer. Allows for people to practice a more challenging dungeon environment without the pressure.

I often play with my dad who isn’t very good at the game but I see he wants to keep pushing himself, these kinds of changes are amazing for players like him.

10/10 change blizzard keep em’ coming.

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This may not be a popular contention, but could you guys PLEASE make actual tables when adding this type of information? Pretty please? It would make things so much easier for us data nerds.


Item Level Dungeon Awards (End-of-Run) Dungeon Awards (Great Vault)
460 Normal Dungeons
463
467
470
473
476 Heroic Dungeons
480
483
486
489
493 Mythic 0
496 Mythic +2
499 Mythic +3 & +4
502 Mythic +5 & +6
506 Mythic +7 & +8 Mythic 0
509 Mythic +9 and up Mythic +2 & +3
512 Mythic +4 & +5
515 Mythic +6 & +7
519 Mythic +8 & +9
522 Mythic +10 and up

This should be a table that everyone can export to enter into their own spreadsheets. That is IF the forums work like normal tables.

(Fingers Crossed)

Edit: It doesn’t. Exportable tables would be nice, honestly.

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It is a double-edged sword; it makes the difficulty spike from Heroic to M0 bigger. Game would be better without it.

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I don’t disagree, but queueable content can’t really be fail able or people will lose their minds, so :man_shrugging:t5:

I don’t think that is the purpose of the LFG bonus. They could tune it to be unfailable without it (or just increase the ilvl requirement to queue by the appropriate amount).

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Why mess with tuning in the dungeons when they can slap a buff on and call it a day?

It’s heroic, having the requirements much higher than normal is gonna give doesn’t make sense.

What would you say it’s for? It does nothing but make the queue version easier to complete than if you put your own group together.

I don’t know about this. I think this is more of a stereotype than an actual thing. Some queueable content can and absolutely should be fail-able. The trick is to offer alternatives people can do instead, which is already in the game by way of normal.

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You’ve pretty much gotta try to fail or just quit any of the queue content in wow to be unable to complete it.

On the one end of the spectrum yes, and blizz should put in the counterbalance choice where people actually have to try and pay attention to complete it. I mean we will see where heoric will fall on this. People have been asking for M0 queue forever. In a way they technically delivered, it just feels a bit cheap the way they did it.

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Whenever they do, people lose their minds.

Edit: I’m not saying I disagree with the idea that queued content should still be challenging, but at the end of the day, the intended audience for that content has repeatedly made it clear that that’s not what a lot of them want. So, let them enjoy what they like.

I guess what I am saying is, this feels more like a stereotype than a reality to be honest. Fine, people will complain more, let them. I am willing to bet it will make many more people happy than unhappy. At the end of the day, this isn’t about taking anything away, but giving more. Hard to complain if your personal experiences aren’t changing.

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Easy to say when we don’t have to explain it to the bosses.

Gotta get the folks who want it to make enough noise to drown out the ones who don’t.

I dunno, so many years later, the answer is still going to be no. And to put myself in their shoes I can see why they wouldn’t want to split the dungeon queue into 3, or at least I can’t think of any other sane reason not to. I have some faith there is more to the answer than just catering to the lowest common denominator. Whatever their reasons, it’s not because people will complain about the new option. It still sucks though for people who actually want the option.

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I enjoy these changes, especially to the lower end of the spectrum.

It’s always better starting out lower and raising the floor because then it improves or should improve the quality of all those coming in to the upper echelons, right?

Like right now in S3 people don’t understand actual mechanics until keystone level like 15 or 20, then they realize what things actually begin to do because nothing hits hard. You can gear up in the lower keys to easily outgear your way to 15 or 20 without ever having knowing what to even do for said mechanic.

I did a key the other day for Everbloom and the entire group I was doing it for in a 15 never knew about the intermission giving more damage dealt to the boss for the first boss, the tree dude. They popped hero off the rip instead of waiting for the energy to deplete instead and popping it then for an ez kill. It took us 2 full transitions to kill the tree dude when it could have just taken 1 if they knew about his damage taken debuff thing.

Same thing with other bosses, too, in other dungeons. I’ve gotten to a +18 BRH and the group I was with didn’t know a single thing about a single boss, really, or how to do the dungeon because they’ve done it but every time they did it was so easy they never bothered to pay attention to anything.

Making things more difficult at earlier stages improves upon this to hopefully make sure people understand mechanics when getting to higher content. It also is nice that the timers were removed up to +10s (which would be +20s in S3), and then back in for after that.

Yes, I believe it is to convince more skilled players to LFG than to premade. This greatly reduces the chances of multiple bad players in the same group. The really bad players are half as effective as a good player. The 15% buff isn’t enough to carry them; other players have to.

New Heroic dungeons should not be unfailable. The idea that LFG should be unfailable has prevented us from getting the difficulty many of us want from LFG. Ideally they would have a solo competency test before you can queue.

Yeah they’re probably trying to do it with zero code or UI changes, just changing a few numbers.

A cynical Yveni would say that they don’t want to give the satisfaction of “mythic” anywhere near a queue, so they deleted heroic, put M0 in the queue, then renamed M0 to heroic lol. But positive Yveni would say it’s all good, heroic has more relevancy, who can argue with that.

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Why would a buff convince skilled players to join when they don’t need the buff in the first place?

Yeah, that went over well the last time.

Here’s a chart I made for season 4. I can link the Excel spreadsheet if anyone wants.

https://imgur.com/wyh47Gd

(Edited to correct an error)

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