AD + 10
- void emissary on top of the 5 pack on south stairs, have to pull trash and hope one of the horribly painful fortified spells/effects does not go off, all while the colossus keeps buffing itself
- take the other direction and see void in the middle pack of right path, no way to run around it, no LOS to kill it
- keep going and see another void right on top of the trash in front of volkal, want to pull trash to stairs to LOS ? can’t reach the totems then and zombies kill you, try to death skip inside and pull boss ? void has 60 yard range
I thought voids would be seldom seen to promote taking alternate dungeon paths. But instead it seems blizzard just decided to put them on EVERY path and often with no LOS.
I predict about a month before the 10 and higher M+ pug community disappears.
A+ gameplay, glad we had a 4 month PTR for literally nothing
31 Likes
did my next 9 key and got motherlode 10
i’m guessing it will include fun like a void emissary right in front of third boss, with no room to run around or LOS
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Yeah this is about what I expected -_-
2 Likes
I did a FH +16 counted a total of 8 void ones lol there were no way around these either unless death skipping
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EASILYYYYYYYYYY the most predictable effect of this is pug Mythic +10 dying out completely. Even guilds will rarely want to do these because it is horrible.
I strongly doubt the devs even play the game anymore. People screamed at them on the PTR about how bad this was and people from ignored.
13 Likes
Couldnt test myself before work. Is it really that bad like it was on ptr?
Also lol @ atal after reading op
The knockback emissaries are doable with a ranged or healer sitting on them for 20 sec while the tank pulls away the rest of the trash
The anti-CC emissary is trivial and you just burn it down
But the voids are frequent enough and cover most/all paths, kill you in 2 casts, have 60 yard range, see invis and are frequently not near LOS
So I’m not sure what blizzard’s intention is here.
- If you want us to take a different path then put NO voids on the alternate path, this path varies week to week
- if you want us to kill it by putting it on EVERY path then it MUST be RIGHT BESIDE an easy source of LOS --> NO open arenas/plateaus/etc.
- alternatively if you want us to kill it the void cast range MUST be 40 yards or less
This affix will also in general be a billion times harder with any fortified weeks because pulling the emissary will pull the trash and vice versa. Bonus points if its a synergistic week for maximum trash pain like explosive + fortified.
I predict numerous pulls on certain weeks will simply be undoable by pugs even by zerging and piling up a repair bill
edit: Just finished my ML 10 key on my pally. Did not make the timer but overall less painful. No voids in open but narrow spaces so you could either skip them or LOS beside a house/shack/door and kill them with ranged dps (which you will have to bring now, I recommend boomkin). Had a boomkin or resto druid sit on the knockback emissary for 20 sec until it disappeared. Burn down the anti-CC emissary quickly as usual.
Of course the emissary placements vary week to week so next week might plop one down right in front of or after third boss or some similarly horrible place
4 Likes
What’s the point honestly
1 Like
read from a few people that ramp leading into arena for second boss in temple has a void emissary, again no way to bypass it or LOS it, and you must kill it to fight the boss
change it to keep all voids near an easy source of LOS or areas with separated paths, otherwise this design is broken and stupid
4 Likes
Maybe we pull them back 60+ yard away to find a better spot to fight.Not sure if it works, just throwing idea.
Sure but you must spend most of your globals in instants. Only once they are far enough away can you even get in a healing spell.
Sob was fun too. There’s one sitting in the first boss area (void). You must kill it to fight the boss. I’m assuming they think wasting time and adding more range in MP will help but no one will ever make a timer killing voids.
The voids don’t move, they will keep casting once they are aggrod until they die, even if its a full group wipe
after the first cast the next one is pretty much a 1 shot regardless of gear
As for the knockback emissary yes It greatly favors resto druid (like the rest of M+ design in BFA) because they have both instant ranged abilities with no cooldown combined with plentiful instant hots to cover most of the healing while the druid is busy with the emissary
In contrast I could not imagine doing it on something like a holy priest, and pug groups that bring 3 melee DPS are going to have a hilariously painful time throughout the run
3 Likes
In underrot there was only 1 we couldn’t skip I think, the one right after the 2nd boss, together with all the skeletons.
I predict there will be some weeks where the void spawns in the middle of some trash pack of the second boss room in UR, again with no way to skip it or LOS it
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There’s so many great spots they could be that we haven’t seen yet. I’m excited for the one in KR gauntlet room because that’s my favorite part of my favorite dungeon. It just gets bugged and spawns with each pack as they spawn. 4x the fun!
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Yeah we tried a +10 AD and we tried one way. Void was there. Ok we will go the other way. Oh void is there. Ok up the middle, void is there. We quit. Gotta say this Season is not going to be a good season. Good luck getting yours 10s in every week lol
6 Likes
AD overall just feels terrible. Just did a 15 AD, the 2nd and 3rd boss do a ton of damage now. Tyrannical Grevious is gonna be horrible here.
For the knockback emissaries, I found them very easy as a bear. Moon fire every other global worked very effectively.
The void ones are horrible this week. They spawn in packs that are already terrible on fort/grevious weeks. There are two or three that spawn on the way to the 2nd boss of AD, so we just death ran with meld.
The anti cc mobs are for the most part easy. I have a mage in my group so he can poly spam to remove them if we really need it.
What I find especially disturbing is that the mobs are affected by fortified. There’s no reason for this to be a thing.
2 Likes
I just finished KR 10. Was FUN! LOL. Over an hour later…But at least 440 end of week. Damage was really heavy no way it’s just a couple of levels.