Feedback: Midnight Season 2 Dungeon Testing July 7th - July 13th

Greetings!

Midnight Season 2 dungeon testing continues on Tuesday, July 7th. The following dungeons are available for testing during this period:

  • Temple of Sethraliss
  • Kings’ Rest
  • Ruby Life Pools

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. This NPC will now also appear at the beginning of each dungeon on Mythic difficulty who can teleport players back to a capital city.

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.

Dungeon Update

  • Ruby Life Pools
    Ruby Life Pools has seen adjustments throughout the dungeon to address spawning, pacing, clarity, and tuning concerns. These are some of the key changes:

    • General
      • Slowed down ability pacing on all boss encounters
      • Changed creature pack composition and adjusted ability packages to simplify the pacing and mechanical asks of each pull
      • Reduced trash density in some sections of the dungeon
      • Changed the patrols of Thunderhead and Flamegullet to occur on the ground
      • Reworked abilities like Flashfrost Earthshaper’s Tectonic Slam to reduce cast bar clutter and bursty group damage
    • Melidrussa Chillworn
      • Chillstorm’s movement force has been reduced
      • Frigid Shard is now interruptible
      • Infused Whelps’ Cold Claws is now a melee proc instead of a cast
    • Kokia Blazehoof
      • Ritual of Blazebinding now applies a rim visual on the targeted player before the effect resolves
      • Molten Boulders now have a clear directional indicator
    • Kyrakka and Erkheart Stormvein
      • Infernocore’s ability chain has been simplied and renamed to Inferno Spit
      • Flaming Embers no longer reapply Inferno Spit
      • Improved Cloudburst cast visibility
  • Temple of Sethraliss
    Temple of Sethraliss was heavily adjusted to address pain points and concerns from its previous iteration. These are some of the key changes:

    • General
      • Reworked the gauntlet sequence prior to the final boss to remove the need for a player to be in “timeout” while energizing an orb
      • Redesigned ability packages and trash pack spawning / composition throughout the dungeon to improve readability, consistency, and counter-play opportunities
    • Shrouded Fangs
      • Poisoned Cheap Shot can now be interrupted
    • Adderis and Aspix
      • Adjusted their shield to swap on a health threshold and provide damage resistance rather than inflicting damage to the attacker
      • Reworked abilities significantly to improve pacing and structure of the encounter
    • Merektha
      • Reworked ability package to improve mechanical clarity and engagement
      • Changed Burrow so that Merektha now re-emerges immediately after the defeat of her adds rather than on a timer
    • Galvazzt
      • Removed Galvanize vulnerability debuff and reworked / retuned some mechanics to support its removal
      • Improved consistency of Lightning Spire spacing and behavior
    • Avatar of Sethraliss
      • Completely redesigned to encourage more group participation in the healing of the Avatar of Sethraliss
  • Kings’ Rest
    Kings’ Rest has received some significant adjustments to creature abilities, boss encounter pacing, and tuning outliers on certain spells. These are some of the key changes:

    • General
      • Updated most creatures’ ability packages across the dungeon
      • Improved the pacing of some RP sequences in the dungeon
      • Reduced the downtime between enemy packs after The Golden Serpent
    • The Golden Serpent
      • Spit Gold’s damage has been adjusted to modern tuning standards
      • Molten Gold / Animated Gold now have a limited duration instead of lasting the entirety of the encounter
    • The Council of Tribes
      • Encounter is now on a fixed sequence instead of a weekly rotation
        • Kula the Butcher → Aka’ali the Conqueror → Zanazal the Wise
      • Pacing of the encounter has been adjusted to allow for more time between abilities
      • Aka’ali the Conqueror’s Barrel Through now uses the common group soak visual
      • Zanazal the Wise no longer summons Earthwall Totem
    • Shadow of Zul
      • Shadow of Zul can now move while casting Shadow Barrage
      • Dark Revelation has been updated to only inflict damage to players within 20 yards
      • Pool of Darkness’ damage reduced by 30%, and each pulse now increases players’ damage taken from this spell by 20%
    • Dazar, The First King
      • The encounter has been redesigned with new abilities and pacing

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.

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are we talking first floor, second floor, or behind the second boss?

But does Inferno Spit finally mark the two players who are going to need healing BEFORE they get the debuff? Healers need this information.

Hello,

We are delaying this round of dungeon testing until tomorrow due to an issue with the latest PTR build. We will update this thread once the dungeons become available.

Thank you for your understanding.

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Y’all got any more of them notes???

What class is shaping up to be the strongest in 12.1?

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Hello,

Temple of Sethraliss, Kings’ Rest and Ruby Life Pools are now available for testing.

Thank you for your patience.

Hello, I get a “FLT_INVALID_OPERATION” crash everytime I port into Temple of Sethraliss on my druid. This is specific to this dungeon. I’ve cleared my WTF and interface folders, so no add-ons, and I’ve tested porting in with my DK. Seems to be only the druid that has problems.

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I have the same crash when going into Temple. I’ve tried on two characters and they both get stuck there because it crashes again as soon as you try to log in

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Kings rest is the only m+ dungeon that has ever required to you pull literally every single mob in the dungeon to hit 100%, please change this. Being able to skip 0 mobs is horrible

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Hello,

We have made the following changes to PTR:

Kings’ Rest

  • Spectral Shaman
    • Healing Tide Totem’s cooldown has been increased
  • The Council of Tribes
    • Addressed an issue where Aka’ali the Conqueror’s Barrel Through can be cancelled unintentionally
  • Dazar, The First King
    • Blade Combo
      • Damage of the second hit reduced by 12%
      • Damage of the third hit reduced by 15%
      • Damage of the last hit reduced by 20%
    • Savage Maul
      • Armor reduction reduced from 15% to 10%

Temple of Sethraliss

  • Reduced enemy forces to improve routing and adjusted Lindormi’s Guidance route to reflect this change
  • Reduced timer to 33 minutes from 36 minutes
  • Agitated Nimbus
    • Fixed an issue where Release Charge wasn’t clearing Accumulate Charge

Ruby Life Pools

  • Fixed an issue with some absorb shield amounts scaling higher than intended with each key level
    • Flashfrost Chillweaver
      • Ice Shield reduced to 5% of the caster’s maximum health for each application
    • Melidrussa Chillworn
      • Ice Bulwark reduced to 10% of the caster’s maximum health
      • Health reduced by 8.5%
    • High Channeler Ryvati
      • Tempest Stormshield adjusted to 20% of the caster’s maximum health
      • Duration increased to 15 sec from 12 sec

Is there any update on the Temple of Seth bug that’s causing most people I see Disconnect the second they take a step in the dungeon? I have to delete my toon as it’s crashing before I can even use my hearth, etc.

We are aware of this issue and are currently investigating the cause. Unfortunately, we don’t have any additional updates at this time.

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Just an FYI– Rumor has it that if you set the graphic settings to 1 and it stops the crash. This worked for me. As soon as I set it back inside the dungeon, it crashed.

Thank you for the information!

When you guys going to fix the Ruby life pools mount bug after defeating first boss?? Ya know, the one where you mount up and run sideways…..

We identified a potential cause of the crashing issue and pushed a client patch that may alleviate the problem. If it continues to occur after downloading this update, please let us know the error / description code given, since it may differ from what it was before.

some bosses in the returning dungeons are very basic and boring, notably Mchimba and Adderis and Aspix which have basically no threatening moments even in high keys

The last boss for kings rest feels way too chaotic. On a pug level at least it is going to ruin several keys if it stays the way it is.