Feedback: Mythic+ Testing January 7th - January 14th

The War Within Season 2 dungeon testing begins on PTR today. The test period starts on Tuesday January 7th at 10:00 PDT (13:00 EDT, 20:00 CEST), and ends Tuesday January 14th 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 testing is focused on the new 11.1 dungeon Operation: Floodgate.

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!

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Asthetically, this is an extremely cool dungeon, imo extremely cool zone, mob, and ability visuals.

Dungeon feels pretty fun overall. So far had two tanks that refused to not MDI pull so hard to judge any individual packs. Only thing I noticed was that I was dying in the water to an ability that read as a proximity bomb, but found the bombs extremely hard to see in the water because of their coloring.

I do have some feedback on the Demolition Duo boss:

It’s too much. Like, no dungeon boss needs this many overlapping mechanics. We don’t need to be baiting a charge while also watching for beams to dodge while also thinking about running a circle to bombs to get rid of them at the same time.

3 Likes

Hard to give feedback on more then feels atm with ascendant randomly buffing bosses by 50% and reducing their damage taken to nothing when ascedant orbs are cced but i completed it on a +2, healing it.

First zone shredders need fewer axes, a longer more visual wind up for where they’re going to land, to tick slower, have fewer go off, or to just do less damage. These mobs are just a straight unfun reactionary check that combos horribly with any slow or root the other trash cast, punish having more the one melee since theyll either kill eachother with their blades or zone off whole areas, and the 2 pack before demolition duo caused noticeable frame drops with both of them spawning blades in sync.

The blood corrupter dwarf mobs seem overtuned with their warp blood channel, this might just have been because of the xalatath bug doubling its damage or maybe gear scalling having us so low but i had to pop buffed convoke, treants and the new bottle service trinkets to heal through their absorbs on a 2.

Area hazards like the electrified water and killable scafolding are a nice touch.

The bomb crabs melee a little to hard in my opinion, i got 2-shot running next to one from pinch.

swampface trash seems okay, pulled 4 at a time and their channel was healable with a small cooldown.

I love bubbles, even if he oneshot our tank on landing.

First boss: went so quick im not sure what she really does besides summon adds, the new swirl graphic is nice and clear though so thats an upgrade.

Duo had the xalatath go off at 50% wiping us first pull, second we waited out the affix and it went pretty smooth. The fixate charge mechanic is fun enough. The arena is a little small for all the bombs, lines and the dot needing to be spread from melee if there isnt a bomb for it to pop and the tank hit needing a safety corner.
The healer dispel was alright, if its intended when the fight last longer at higher difficulties that you might not be able to get all the bombs with just charge the infinite duration is fine.

Swampface feels like he’s made to break pugs with the grip/stack and dodge mechanics. Make it mark your partner clearer before the grip goes off. He seems super doable in VC but in a pug i kept getting gripped by my partner while trying to cast heals because they wanted to stand farther and farther from the mechanics. Other mechanics are visually clear and fine, the circling barrage targets make the arena feel a little small when it looks like you should have the whole waterfall area to fight him in; they make it never worth moving him from his spawn corner.

Geezle wiped us first time to a combo of the xalatath buff going off when he turbo-charged making the group take a ton of damage and then the sparks stunning some people before they could recover. Second time we got him since the bugged buff happened in a down period while we already had orbs we were running from.
From testing and reading the journal it looks like you’re suppose to take the spark orbs and have them follow you over the water to despawn but leave a electified zone.
In testing the orb would hop over the water and just keep chasing, so either we needed to stand in the water (which stuns for shorter but means youre in the puddle taking damage) to make sure it landed in the puddle, you get caught right away and take a longer stun but only 1 instance of damage or just run forever which is what our tank did while we took turns eating the long stun.

Overall it looks like the bosses are fun and the trash will be enjoyable after the first zone.

1 Like

So far the changes for Fury (both in slayer and thane) suck.
The changes for shaman, are either broken, or willfully stupid.
The changes for DH are somewhere between grievously undertuned, and terrible.

Do better. (Don’t nerf the best melee dps into the ground, then nerf 2 underperforming melees and tell me its candy)

Disappointingly, Ascendence is broken for Shamans, so I am yet to journey into the dungeon, and haven’t really been able to test my tier set.

One thing I’m surprised about is that there doesn’t seem to be a visual or audio indicator that I’ve gotten a jackpot. This really seems like a missed opportunity, and could have brought a lot of clarity to the tier set

Please add 0.5 seconds to Shreddation cast as well as an indicator on the ground at the beginning of the cast so you can see where other players have spawned theirs before the cast completes.

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I love the dungeon as a whole. I agree with most of what everyone’s saying, though, there’s still a bit of improvement needed on scaling and visibility, but I will enjoy running this dungeon in M+, and I think this was the most fun I had all expac.

Tankbusters are cast too quickly. 1.5 to 2.0s cast is needed, unless you’re reneging on the whole “addons aren’t required” business.

Loaderbots: Way too much damage with Wind up, and can only be stunned to stop cast – so they cast it almost immediately after. The amount of times they’ve done the windup and deleted the melee is way too high, especially if you have a mistweaver monk.

Shreddinators: The mechanic is overall fine, but it should have a more distinct windup audio/visual queue to let you know its coming. Damage might be a bit overtuned as well.

Bloodwarper: Blood Bolt is overtuned and cast way too often. Right now it hits for about 9m on my Brewmaster which is almost 80% of his health bar. The surge cast also does way too much damage with the heal absorb. Definitely need to lower one or the other in regards to tuning.

Goblin Mechanics: Their Lightning Bolt cast does way too much damage and the cast time is too short, coupled with there not being a cooldown on it means they just sit and chain cast bolts at the group. Another season where interrupts become mandatory and Prot Paladin becomes a necessity, rather than a nice-to have

Mechadrone Sniper: Too much damage on snipe, and basically untankable.

Demolitionists: I like these, but the circles can be a bit too large and the time to get out of them is a bit low. Consider increasing the time it takes for the bombs to land, and reducing the overall size of the AOE.

Bosses

Big M.O.M.M.A: The adds need to not go flying so far away and then cast their overload. This has lead to wipes where the enemy went to the middle of nowhere, began casting, and nobody could get close to interrupt. The pushback is also extremely egregions, making it very difficult to interrupt once the cast goes off. Way too punishing.

Additionally, the adds spawn too far apart, making it difficult for the tank to pick them up, especially brewmaster with their limited radius of Keg Smash. Please consider changing their spawn to be closer to the boss so that the tanks can pick them up. Their spawn coincides with a tankbuster that has too short of a windup and does magic damage.

Quickfuse and Bront: Seems adequately tuned, the mechanics are great. The one thing I would say is that the health seems to be far too low on the goblin, as she dies way faster than the other boss. Overall, it reminds me of the Machinists in Stonevault but ends way too quickly. My groups were able to kill this boss before the second set of bombs.

Swampface: Again, the tankbuster comes too quickly. The puddles also don’t tell you where the waves will come from so it makes it difficult to avoid. Consider giving it the Queen Ansurek treatment where the direction of the waves is telegraphed. I like the tether mechanic

Geezle Gigazap: The knockback needs to be reduced. Tanks are getting knocked off the platform after clearing their spark.

Overall, a decent dungeon but definitely one to avoid if theres no changes to tuning.