Feedback: Mythic+ Testing January 28th - February 4th

Before the hotfix, +12s were feasible with a good group of players. Now, with the hotfix, +12s and above are incredibly hard to time even with a good group. Boss HP in a +12 is now roughly equivalent to a +20 to +22 boss on retail, but player damage only went up maybe 30-40% with increased gear scaling.

I think you missed the mark with the hotfix, and you should tone it back a bit.

6 Likes

Hopped on PTR for some key testing, andā€¦ man. For all the well-received posts yā€™allā€™re making about changes to Dungeons/M+ - the state of balance and mechanic vomit STILL happening is just unbelievable.

Not fun. If dungeons go live like this, Iā€™m out.

5 Likes

seconded on the mechanic vomit, actually need to relax with it

6 Likes

Goldie could use a few less barrels.

quite a few dungeon mechs are still overtunedā€¦ empty promises of changes will get you nowhereā€¦ you guys need to make sure you dont do another S1, else M+ will be done :slight_smile:

4 Likes

This is the third time youā€™ve brought back Mechagon Workshop and for the third time, a priest is required for the last section of it due to how overpowered Mind Controlling tinkererā€™s is.

You donā€™t have much longer before the patch finally launches, and theres still the issues of the Priory dungeon buff, MC Squirrel, and the Darkflame Cleft cart bug that still need to be worked out (instance can bug and you wonā€™t be able to click the dynamite, leading to a bricked run)

Also reiterating that the recent health changes make bosses take upwards of 5-6 minutes to kill (+10) compared to retail where a group in 626 gear can clear a boss in 2-3 minutes.

1 Like

With feedback in this thread coming from some very high level players, and they are still saying itā€™s too much.

Contradicting of recent stated goals aside - the people testing on the ptr are typically several magnitudes greater skill than your average player.

If they are saying things are hard, annoying, and mechanic vomit - this crap is crushing your average joe just trying to enjoy their class and make number go up to play your game.

4 Likes

Canā€™t even get to the first boss in any 10 Iā€™ve tried with groups b/c the trash is just destroying us.

Operation Floodgate
Shreddinators in OF need to knock off the anti-melee spams

Priory of the Stupid Flame
Forgemaster lieutenant in Priory wiped us like 10 times before we gave up becuase you guessed it, heā€™s spamming a bunch of anti-melee crap and doing it over and over and over again and we canā€™t down him before he kills us

The dogs in some of the packs in Priory immediately beeline for a healer and 2-shot them or do an intital huge chunk of their health and leave a nasty bleed/dot that can finish them off. This is EVEN when I use champā€™s spear to keep them in place.

Look, I realize we didnt need to test a 10, but i was genuinely curious if the tuning you claimed you did (knocking off the tankbuster spam, reducing deadly casts or adding more cast time on deadly stuff).

Iā€™m just not seeing it even with trash.

6 Likes

The health is beyond realistic for average pugs. Bosses have over 1BN HP at an +8. People are going to be working with suboptimal comps and dps doing maybe 1.2 mill a person. (Realistic for like 4 mill overall dps with tanks and healers and mechanics.

Bosses are routinely 3-4 minutes. This will KILL M+.

Please shave 20% off the health and 20% off the timer of all the dungeons.

1 Like

Iā€™ve been on the PTR healing dungeons in pugs for all 3 weeks now and all I can say is that it was unpleasant experience. I understand that there might be some tuning issues but everything is so hard and cranked up that we simply cannot get through the dungeons and reach the end so we can actually experience it all and give feedback on it.

Iā€™ve never gotten past the second boss in Darkflame Cleft, managed to kill the second boss in Rookery only once, been past the second boss in Priory only once and even killed last boss in Cinderbrew once but I have been to these dungeons a dozen times each so the success rate is very small. That is frustrating and even if we assume that itā€™s tuning issues, Iā€™m afraid right now that the tuning wonā€™t be fixed correctly, especially for the end of the dungeons, simply because we donā€™t see those at all (or rarely) to even provide feedback. Iā€™ve seen some top players stream those dungeons to the end but even they are struggling and I also donā€™t think itā€™s a good idea to tune everything for them as it will simply remain much too harder for everyone else. Long story short - tuning or not, I think the testing should be much easier so people can see the entirety of the dungeons and provide feedback. If itā€™s too easy, tune them back up later but not the other way around.

On the topic of healing - thereā€™s a lot to be said here and right now it probably feels worse than S1 because of tuning. However, Iā€™ll say two things that will be easily hated on even if tuning is fine.

In the new dungeons, it feels like you are dodging swirlies, frontals, hammers, beams and god knows what else 24/7. If I get 10 seconds without having to dodge anything and move, Iā€™m surprised. While some healers have easier times dealing with that, it makes others feel like they are in hell. It may or may not be a good way to keep the DPS engaged and involved but I would say that healing hasnā€™t been fun lately and this in particular is definitely not going to make it better.

And lastly (so far), I have to mention the dispel affix. It is absolutely unfair that some classes can deal with it and others cannot. It is absolutely unfair when it overlaps with other dispel mechanics, lands just before them, you waste your dispel on the affix and then the mechanic hits and you have no way to deal with it. It feels extremely bad when it overlaps with heavy AOE damage. And the fact that you can technically heal through it only opens the door for people to blame the healers for it. I play a lot of alts as healers and I was avoiding playing all together during S1 on the weeks when this affix was active since I could not play my alts on 12s and above. In S2 so far this affix feels even worse. Itā€™s one thing to have annoying affix that is unpleasant and people donā€™t want to deal with, but this one is straight up killing people, wiping groups and bricking keys with everything being extremely hard already even without it. Iā€™ll even say that it alienates mid level players who are pugging and trying to get their weekly keys done as it is a huge problem for keys around 10 when people donā€™t even know that itā€™s ā€œthat weekā€ and they have to take their dispels in the talent trees contributing to a very negative experience overall. And then once they learn and progress a bit, it doesnā€™t matter any more since itā€™s gone past 12s.

11 Likes

so i just noticed that even in a 10, our gear was tuned down to 635 ā€œfor testingā€
Umā€¦no morons are going to be doing 10s at that item level. That item level is mythic-geared CURRENT SEASON people; and often they start at 4s and 5sā€¦not 10s. Lord have mercyā€¦wth even is this?

Last week the scroll to set your key to Priory would instead teleport you to the dungeon so you couldnā€™t actually create a keystone for this dungeon.

This week listing a key for THE MOTHERLODE does not show at all in the LFG tool so people cannot find or apply to your key.

That made those two dungeons pretty much untestable in these two weeks unless you have a group or you spam trade chat so my concern is again that not enough testing would go into them and/or at the end they will be tuned according to only the sweats that went in somehow and ended up inside.

It should be at 665 according to your character sheet.