The War Within Season 2 dungeon testing begins on PTR today. The test period starts on Tuesday February 4th at 10:00 PDT (13:00 EDT, 20:00 CEST), and ends Tuesday February 11th at 10:00 PDT (13:00 EDT, 20:00 CEST). Please note that the test period may be adjusted in the event of technical difficulties.
This week’s dungeon pool focus is on Legacy Dungeons and Operation: Floodgate.
Mechagon Workshop
- Number of B.4.T.T.L.3. Mines in the Tussle Tonks encounter have been reduced.
- The periodic rate of Ground Pound in the Tussle Tonks encounter has been reduced to 2 seconds. (was 3)
- Metal Gunk’s Corrosive Gunk now targets less players.
- Mechagon Tinkerer’s Anti-Personnel Squirrel no longer usable while mind controlled.
- Adjusted the spawning of the final trash pack of the instance.
- Improved the visibility of Self-Trimming Hedge in the Machinist’s Garden encounter.
- Machinist’s Garden’s Self-Trimming Hedge’s duration has been reduced
- King Mechagon’s Mega-zap’s damage has been reduced by 50%.
The MOTHERLODE!!
- Mogul Razdunk’s health reduced by 20%.
- Increased Mogul Razdunk’s cooldowns between abilities.
- Updated Mogul Razdunk’s Gatling Gun visual.
- Reduced the amount of area denial created by Rixxxa Fluxflame’s Azerite Catalyst
- Increased the cooldown Venture Co. War Machine’s Deploy Crawler Mine.
Theater of Pain
- Addressed issue where spell visuals can fail to appear in the center of the arena.
- Affront of Challengers
- Reduced the size of Noxious Spores area denial.
- Searing Death damage reduced by 15%.
- Kul’tharok
○ Well of Darkness now targets 2 players. (was 3)
○ Reduced the size of Well of Darkness.
○ Lost Soul health reduced by 33%.
Operation: Floodage
- Big M.O.M.M.A.
- Darkfuse Mechadrone’s Maximum Distortion cast time increased to 3 seconds. (was 2 seconds)
- Demolition Duo
- Reduced the width Bront’s Barreling Charge against players.
During the test period you’ll be able to acquire and customize Mythic Keystones by talking to the Keystone Vendor in Stormwind or Orgrimmar, and the nearby Dungeon Teleports NPC will assist you with transportation.
We look forward to hearing your feedback!
1 Like
Before I even test it, I’m gonna say right now: You guys are doing a great job of listening to your feedback this time around. Every issue my group had on the last pass of these dungeons was addressed in these notes.
I look forward to testing the new changes.
3 Likes
Am I doing the time zones wrong, or are the servers supposed to be up already?
Blizzard hasn’t been on the ball with patch updates this time around. Probably be up either later tonight (3hrs from now) or if we’re unlucky, until tomorrow.
1 Like
Dungeon tuning is still way off the mark. Nobody is going to be able to do any meaningful testing while the health of enemies is 50-60% higher than it should be.
6 Likes
Here’s honest feedback:
Start respecting player effort and give them agency over their own gear upgrades.
Timegate timeout weekly lootbox vault, raid lockouts, gear crafting, all as the primary means of “progression” have made the entire experience nil. It is not progression in its current iteration. I am not interested in mount rewards or cosmetic bait, I just want a real gearing experience, rather than the hollow garbage your devs have double downed on.
2 Likes
I don’t know if there is a general issue or if it is localized to only some of the dungeons, but Mechagon feels incredibly overtuned right now. Outside of the numbers, the first boss feels really bad to play now. Constantly dodging the sawblades in the ground + mines, which you also have to consider when “aiming” the foe flipper. As a melee even if i dont hit any mines or saws, the Foe Flipper is usually 2-4 seconds of just not being able to play the game each time it comes out. Combined with tank constantly moving the boss away from mine clumps to get to hammers, it creates a lot of movement that just feels bad (especially if you are a class that places spells on the ground like DK Death and Decay, Shaman Healing Rain/Surging Totem. Also with the armor plating, killing the bosses at the same time becomes another hassle to deal with.
I don’t see a reason why this boss had to be changed when we already saw it in Mythic+ twice and it wasn’t an issue. If you want to keep the mechanics as they are, i would love to see an extra action button given to whomever is targeted by Foe Flipper called like “Magnetic Boots” that allows you to instantly drop back to the floor. Or you could add an interaction where if you manage to aim the Foe Flipper so the boss drives through any Mines on the ground, the boss explodes them and either takes damage or just removes them.
3 Likes
Not to take away from your point, but if you don’t stand on a line, you physically can’t be hurt by sawblades. They will never hit you if you aren’t on a line. Avoidable mechanics being complained about really ruin your point for me.
Also, sadly, you’re in the minority about the rework. It’s a huge improvement from the boring fight we used to have.