Feedback: Midnight Season 1 Dungeon Testing December 3 - December 9

Greetings!

Midnight Season 1 dungeon testing begins on Wednesday, December 3 at 2:00 p.m. PST (5:00 p.m. EDT / 11:00 p.m. CEST) and runs until Tuesday, December 9 at 10:00 a.m. PST (1:00 p.m. EDT / 7:00 p.m. CEST). Please note that this schedule may be adjusted if we encounter any technical issues during testing.

During the test period you’ll be able to acquire and customize Mythic Keystones by talking to the Keystone Vendor in Stormwind, Orgrimmar and Silvermoon. The nearby Dungeon Teleports NPC will assist you with transportation.

Throughout beta, all Midnight dungeons will be available for testing on Normal and Heroic difficulty. Seasonal dungeons will rotate with each new test period.

For this round, the following seasonal dungeons will be open for testing on Heroic, Mythic and Mythic+ difficulty:

  • Magisters’ Terrace
  • Maisara Caverns
  • Nexus-Point Xenas
  • Windrunner Spire

Provided that the items equipped on your character are at least item level 226, they will scale automatically to a higher level as needed to support Dungeon testing.

Thanks for testing and sharing your thoughts with us! We’ll be reviewing your feedback closely and will continue to post updates throughout the beta as changes roll out.

3 Likes

Healing perspective doing +12 keys (resto druid + resto shaman)

Overall, these felt significantly more balanced for healers. There was actually quite a lot of mixed mechanics that were rot-based that gave healers more healing to do. Having most of the damage come from non-casters and debuffs (rot damage) felt a lot better.


Maisara Caverns

Honestly, this is a fantastic dungeon and a standout for the entire pool. Great bosses, the trash was not that punishing. I wouldn’t be surprised if you kept this the way it is at the moment until routes become more defined.

  1. The healing absorbs didn’t feel overly punishing before the first boss, and everything feels like it has really reasonable counterplay.
  2. You could maybe reduce the amount of souls that root you before the 2nd boss (a very tiny amount) they can be slightly annoying to see visually when fighting enemies.
  3. We encountered a bug where the reanimated warriors just never died and stayed at 1 hp following us until we wiped to the last boss.
  4. Totems should not be able to double target on the last boss.

Nexus Point Xenas

Extremely linear, and slightly gimmicky. The trash felt fine in this dungeon, nothing overly punishing.

You shouldn’t need to click the core access power after defeating both bosses, just needless RP. It feels bad the first time, will feel very bad the 20th time.

  1. Kasreth is a ridiculous fight. It’s honestly one of the coolest bosses you guys have done in ages, but it’s also extremely punishing for a dungeon boss. The healing dot he puts on you to stand between the beams is a little bit too punishing at the moment (maybe like 20% too much damage). Other than that, it will be a standout boss
  2. Corewarden feels like he’s missing a mechanic or something. The healing check on the beam is very high, but other than that, almost nothing is punishing. It’s night and day compared to Kasreth.
  3. Lothraxion is like lords of dread 2.0. Going to be really interesting to see how pugs handle this, although a single person can be the “shot caller”. The melee claw that targets the tank is absurdly overtuned. If the tank shimmies even a tiny bit, it will 1 shot the melee player

Magister’s Terrace

First pull of the dungeon is completely illegal. That door needs to be open to the right, right away. Having a single entity pull is probably the worst feeling pull in existence.

This dungeon seemed super tight on the timer, and didn’t feel in any way a 30m dungeon. Might need a slight timer increase by a more than a minute.

  1. First boss was extremely easy. You can technically pull him with the worm trash, which would make sense, but it was a bit underwhelming.
  2. Spellbreakers can never double runic wound somebody, that is completely illegal.
  3. Sunlash is a pretty cool fight. The healing debuff (circle) should never be able to go on the tank. The variance is just too insane in higher keys where it can choose the tank and reduce your healing throughput needed by a huge margin. The channeling rp after the fight ends needs to go, it’s just needless.
  4. The trash before Gemillus does pretty much nothing, it’s insane compared to the spellbreak packs before. The fps drop in this place is also just criminal.
  5. Gemillus is probably the most unique dungeon boss ever in wow. I think it’s a bit too vague on where the triplicate boss copies run at the moment.
  6. Last boss is super cool and super intuitive. Extremely worried about how you handle affixes on this boss (we did it on a 12 so it didn’t matter) but I’m not sure if you guys can be more active on fixing affixes for anything under a 12.

Windrunner Spire

Surprisingly very linear dungeon. Felt super fair and well-balanced. The last boss was actually very disappointing, but it’s not horrible. Not much to really complain or give a ton of feedback for at the moment, aside from Emberdawn maybe feeling too difficult.

  1. Emberdawn felt pretty punishing since the spawn for the tornado was too quick. This one was one of the more punishing bosses to heal.
  2. Poison dispel is probably too important in this dungeon (it should be important but not insanely important like it is).
  3. Curse dispel seems too important for Derelict Duo.
1 Like

I have only done two so far Windrunner Spire and Magisters’ Terrace. I ran both twice. I wanted to add some initial thoughts.

Windrunner Spire trash felt fine and the overall pacing was what i would expect. The only noticeable issues that stood out were:

  • There are atrocious respawn locations on wipes, especially for the side bosses like Emberdawn and Derelict Duo. Going back to the beginning of the dungeon and running back more than a minute to the boss feels like an eternity in M+. It is going to lead to a lot of unnecessary toxicity over mistakes and abandon keys.
  • Derelict Duo, especially with Bone Hack, seemed like it was doing a disproportionate amount of damage compared to other tank busters in the dungeon. Maybe it is just not a good fight for Prot Warrior, but using shield wall or demo shout just felt like I was close to death every time. I felt like I was only surviving with BSV or a health pot. This may be more of a Prot Warrior issue than dungeon issue. I need to test other tanks.

Magisters’ Terrace was overall a mess and I think most of the issues are the design around one person not doing their job being so punishing. That is acceptable when one or two bosses are like that, but all four bosses in one dungeon are relying on everyone knowing all the mechanics and executing correctly. I know some people will say everyone needs to get better, watch videos, or stop carrying people that aren’t good, but in the real world pugging, even in top 1% keys, this dungeon is going to be a disaster on live.

  • I am sure a common complaint. The first pull being one mob is about the least epic start of a dungeon I have seen since I started playing.
  • Arcanontron Custos mechanically felt fine, but I feel like there were too many orbs for players to soak. In my opinion, group mechanics like this should be very clear on what is required from each player. Something like one per person or two per person and that is it. I feel like Vexamus in AA is a perfect example of a group fight done well. No matter what it is, I hope it is very clear to the player so there isn’t just a few people carrying the rest.
  • Seranel Sunlash is probably the best designed boss in this dungeon. Yeah, there is a coordination check, which will be interesting with no comms in pugs, but it felt like the damage intake was okay.
  • Gemellus feels like there are telegraphing mechanics issues. I don’t know how that would be solved. Maybe clearer glows or different colors for the links. The first time I killed the boss was over six minutes. The second time wasn’t much faster. Maybe instead of a shield, there is like 50% DR instead?
  • Degentrius doesn’t feel fun to heal. It is not that it is overwhelmingly difficult, just unfun. It feels like Aleez in Halls of Atonement, except add another dispel. I don’t see the accomplishment in pressing my dispel on cooldown for three minutes straight. Consistent rot is fun and big heal checks are fun. Dispels are not. It is just tedious.

Nexus Point Xenas:

Lothraxion is completely unacceptable game design.

You have to be actually joking with this right?

” You have to interrupt the right one. If you interrupt the wrong one, you wipe. Kill one and its not right, wipe. Take too long, wipe. CC’s don’t work. There will be no visual indication which one is the correct one. Get in voice or dont even bother gggggg” - The devs, after coming up with this one.

This is one of those moments that makes it extremely clear all of this addon nonsense has @#%$ all to do with improving the game and exists purely to let the devs “win” to stroke their ego. There would be absolutely no other reason to design this mechanic as anything other than an april fools joke.

Hello!

We have made the following changes to M+ dungeons on BETA:

Windrunner Spire

  • General

    • Added additional sets of Magical Overshoes near Soul Conduit exit locations
      • These appear once players have progressed to certain sections of the dungeon

      • Speed boost increased from 125% to 200%

  • Derelict Duo

    • Splattering Spew

      • Addressed an issue that caused all debuff applications from Splattering Spew to apply to Latch’s current target.

      • Debuff periodic damage reduced by 16%.

  • The Restless Heart

    • Bolt Gale

      • Damage reduced by 33%.
    • Turbulent Arrows

      • Periodic damage reduced by 40%.
  • Territorial Dragonhawk

    • Fire Spit

      • Damage reduced by 15%.

Maisara Caverns

  • Muro’jin and Nekraxx

    • Addressed an issue where Freezing Trap would fail to freeze Nekraxx if Muro’jin was defeated.
  • Bound Defender

    • Addressed an issue where Soulstorms spawned in unexpected locations.
  • Reanimated Warrior

    • Addressed an issue where Reanimate could fail to cast.

Magisters’ Terrace

  • Gemellus

    • Neural Link

      • Improved visual clarity on the target Gemellus.
1 Like

Full dungeon feedback from doing them on 14+

Magister’s Terrace

I think the first note is obvious, you can’t have a 1 mob pull be the start of a dungeon, this ruins tempo and fun. Similar to the start of streets having 1 small pull or even 1 mob be the entire start of the dungeon is just not fun, leave the door open on the right and let people route around it.

All the trash leading up to the first boss seems fine, the pyromancer/book area is a lot of just aoe damage and will be about the only scary part but overall I think it’s currently in a good spot.

Arcanotron: felt easy enough, would like to see the tank slam hurt more or leave a dot so there’s something to do on the boss. Otherwise the boss is ok tuning wise, maybe needs a buff down the line but we’ll see.

as for the trash leading up to the 2nd boss the runic wound shouldn’t target the same person twice unless there’s no other option because of death but other than that the whole trash area felt good.

Serenal Sunlash: I love the boss design, it will be a learning curve for pugs at the start and might need a nerf early on in the tier but I like where it’s at right now. I personally wouldn’t change it.

3rd and last boss trash as they’re relatively similar are pretty easy, there’s 1 kick you have to get or you die but you can do some large pulls in these areas which I love. Maybe buff the tank damage output of these trash packs so there’s some challenge to them.

Gemellus: This boss is just a brain check and with the arrow change it is an extremely easy boss, damage output needs to go up from cosmic sting and astral grasp.

Degentrius: Love the boss design again, tank buster needs a buff for sure and maybe buff the bosses general outgoing damage because it seems pretty chill from a healer and tank perspective. Overall good boss.

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Maisara Caverns

Trash up to the first boss is great, mixed bag of difficulty and routing choices. Souleaters are gonna turn into avoid at all costs mobs at some point if the healing absorb scales, otherwise the trash is overall very fun and well balanced.

Muro’jin and Nekraxx: Another boss with a learning curve but this one has a couple issues imo. You pretty much need a disease dispel, a 30 second dot on 5 people is a bit crazy and the damage you have to deal with compared to having a dispel or 2 and not is significant. Barrage needs a short windup cast, this and the one on Restless Heart in windrunner spire having no warning is odd.

Trash in the rest of the dungeon since its all the same: Grim Skirmishers are pretty punishing if you don’t have a purge or 2 letting you stagger the damage output from the shields, should nerf this a little bit imo. Rest of the trash is fine, kind of annoying due to the soul stream and space denials but not hard either. Warriors and skirmishers give too little count, makes gauntlet to last boss a timesink since majority of the count you need comes from first area and you’ll skip a lot of trash going to second boss.

Vordaza: Unmake needs a better animation imo, just too hard to see (not impossible). Fight design is ok, I think you should nerf the initial damage on running into the Unstable Phantoms so people can single soak them without blowing a big defensive and you can do different ordering strats on the pops as well as giving more personal agency on the fight which will be nice in pugs.

Raktul, Vessel of Souls: Straight forward fight, will scale pretty heavily for the healer. Totems should spawn exactly where the circle was left, you guys made it so hard stacking the totems requires some weird positioning which makes the fight messy for no reason. Other than that I love the intermission design, leaves open strategy with the buff management and is just nice getting different mechanics.
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Nexus Point Xenas

Left side trash (Chief Corewright side) is significantly harder than the other side, just more damage output but overall felt fair. I didn’t really feel like anything needed turned down and the tank damage intake felt low in general so maybe bump that up.

Chief Corewright Kasresh: Enjoyed the fight mechanics, disabling the beams with reflux charge and baiting the giant ball while positioning for the knockback all felt good. Only issue is the responsiveness of reflux charge to the beam wasn’t consistent, saw players standing in the beams with the debuff and it just wasn’t deactivating them. Beams also would sometimes spawn on a player that was stunned from deactivating the beams and kill them.

Corewarden trash was easy, there’s like 1 or 2 dangerous mobs but pacing of it felt good and the difficulty also felt good.

Corewarden Nysarra: No real notes on this fight besides being a bit undertuned, I like the damage amp phase but could use some difficulty upgrades overall.

last boss trash was not too hard honestly just annoying and requires people to kick and use their cc a bunch which is fine. it didn’t feel too overwhelming or anything.

Lothraxion: Divine Guile is a nice brain check, just find the bald clone and kick it, I don’t really think it needs changed it felt pretty fair overall. Now the rest of the fight just feels unfun the entire time, Searing Rend is a very annoying tank buster because it moves you, radius on the frontal makes it very hard on melee players. Brilliant dispersion and the clone behavior in general is also just annoying, might feel better with more practice but when it releases on live I think it will be a huge pain point that will end up being nerfed.

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Windrunner Spire

Honestly there’s not really much to say in this dungeon, my only gripe was that Archers and Axethrowers don’t following the tank when the tank is LoS’d, it requires the entire group to LoS. This is going to be extremely frustrating in pugs and it needs changed imo. I don’t have any issues with the rest of the dungeon, plenty of difficulty variance, big pull opportunities and overall good pacing.

Bosses: I think the last boss is the only undertuned boss, the other 3 felt like good and fair fights but the last boss was kind of a snoozer.