General Thoughts
Healers feel weak. Not sure if this is because of the ilvl scaling, or if itās the healer nerfs you have consistently been pushing through.
You have two months to fix Reckless, Thorned, Attuned, and Focused. Kiss/curse affixes are a step in the right direction, but these are not it. You are attempting to promote diversity with these affixes, but you are doing the opposite. Please review these affixes.
These affixes are currently in a poor state, and there are several content creators who have already addressed this in full, lengthy videos.
The most egregious is Thorned, this affix is absolutely atrocious. It currently has no ICD, procs off every single mob engaged, procs on ticks of DoT effects, and every attack. Pets are currently proccing Thorned back to their owners. Who thought this was a proper way to implement this?
How did after years of feedback Bolstering continue to exist in the +7 affix pool? Sanguine could be put in the same boat.
If you look at the numbers, M+ numbers drop drastically on specific affix weeks. Why arenāt you removing the affixes that cause players to not even want to play the game? You need to seriously review the M+ population on weeks by affix, and pay attention to when people are just refusing to play the game due to the affixes that week.
Ara-Kara, City of Echoes
-
The dungeon itself is a bit confusing with the pathing, but with a proper map Iām sure players will figure it out.
-
Specifically the pathing to the second boss Anuāzekt[215405], occasionally my tanks get lost and ask where to go when you have to go through that small house to get to the boss.
-
Is it really necessary for there to be holes in the web bridges in this dungeon? It just feels like a silly design choice to make a bridge with a hole in it. Fewer players will fall into these holes after a few weeks, but everyone learning the dungeon has at least one accident.
Avanoxx[213179]
- The only feedback I have on this boss is it would be nice to have some sort of indicator when itās about to start eating the small adds. Currently the timer just expires and the boss just starts hopping around. Maybe a cast to indicate itās about to start eating the adds.
Anubāzekt[215405]
- Great boss. Maybe very slightly shift some of the damage from Ceaseless Swarm[433781] to Infestation[433740] to slightly penalize you stepping into the green less, and penalize players going into the rotating circles more.
Kiākatal the Harvester[215407]
- Cosmic Singularity[432117] AoE feels a bit large for the mechanic, because if you are a melee trying to get into a Black Blood[431985] near the boss, you have one chance to solve it. If you mis-gauge the range and you root yourself too close, there are limited solutions to pick a new Black Blood pool.
- A potential solution could also be to indicate the AoE of Cosmic Singularity for a longer period before it actually explodes, to give melee more leeway.
- Another potential solution would be to make you immune or heavy DR to the Cosmic Singularity while in a Black Blood, to penalize melee players less.
The Stonevault
E.D.N.A [210108]
- This boss needs some more grace period between the casting combo, or healers need better scaling/healing at low gear levels. Particularly the best way to adjust this would be to increase the delay after the 2nd Refracting Beam
Currently it plays:
Refracting Beam[424795]
Refracting Beam[424795]
Seismic Smash[424888]
-
It seems like the intended strategy is to do 3 then 2, then take the Smash damage (or, 2+2, then 1 with the smash). I believe there should be a small delay from the after the second beam to the seismic smash, in case there was a mistake. This would give the healer more time to patch the group up.
-
Refracting Beam[424795] Maybe slightly more delay before going off so the players have more time to adjust to the pillars. Itās hard to coordinate this in a pug group. It may be worth looking into changing the animation of the pillars to better indicate if one of them is about to be broken (say for example, the pillar starts glowing when someone is standing behind it with a beam, so you can readily identify how many pillars you are about to break BEFORE the animation casts).
Skarmorak[210156]
- Occasionally the crystals[214443] spawned really far away which made it unnecessarily difficult. Unsure if bug, player error or intended. In one spawn pattern we had most go one direction, and one go the completely opposite direction.
Master Machinists[213217][213216]
-
Would like to see better balance/equalize the HP of the two bosses to make it easier to cleave them equally in 2target.
-
Speaker Brokk[213217] jumping away and casting Molten Metal[428161] heavy penalizes melee heavy groups that may not have a ranged kick available.
Void Speaker Eirich[213119]
- Unbridled Void[427869] is very difficult to see in the arena. It is very dark. Please give it a better indicator/animation.
The Dawnbreaker
Ship mechanic is very cool aesthetically, but it is very inconsistent with:
- Targetted ground effects [hunter volley, etc]. I had issues placing ground effects in the middle of the ship, especially when you first walk onto the ship.
- Movement abilities (rescue, disengage, veng retreat, verdant embrace) are inconsistent and have bugged interactions.
Would have loved to see more dragonriding from ship to ship in the first area to clear trash (and different trash packs). Currently you fly to one ship, fly to a second ship with identical trash pack, back to main ship. What if there were 4 ships and you had to choose 2. That would give you some agency and trash pathing choices. What if the lieutenants were on these ships instead of in random houses and then defeating 2 on the ships you would only have to defeat two on the ground. The current implementation just feels very bland.
City area is miserable, needs massive changes. Dragonriding in this area feels AWFUL because of how tight the landings have to be. Reduce mob density, reduce patrol pathing, make wider areas to land, and honestly make more open area to even engage the boss in. Feels very lazy to get the majority of your trash % in this area of the dungeon.
Anubāikkaj[211089]
- Dark Orb[426860] is inconsistent. The orb will collide with the fountain in the ālight areaā, but not with the flags in the same area. Fighting this boss in a poor location just feels very bad. And you should never have to drag a boss a large distance just to have a sufficient area to fight it in. The re-spawn point of this boss should be reviewed and possibly changed. Honestly would love to see this boss in his own boss area in the center of the city. The whole boss experience just feels very poor at the moment.
Rashaānan[224552]
- Stage 1 of this boss feels good.
- The intermission is absolutely atrocious. Needs big changes. Arathi Bomb[434655] must stop or get removed when starting the intermission or flying. Erosive Spray[448888] should never cast close to an intermission, the concept of you taking damage in the air is awful, the indicators showing players where to go are terrible. If you really want to commit to this level of interaction, just use the dragonriding racing rings to indicate to players where to go. If you do go this route, make the rings heal you as well.
- Hard to comment on Stage2, because every time we landed the boss would bug and instantly ended the encounter.
City of Threads
Tried to test this dungeon but with the consistent, reproducible game crashes itās very difficult to keep a group motivated to continue it. Additionally the lack of an in-game map makes it difficult to navigate and test.
Will upload more notes on this dungeon after the next testing phase and hopefully the game crashes are fixed.
Mists of Tirna Scithe
Putting the new checkpoints behind Druids, Herbalism, Tauren and Nightelf is a terrible, terrible choice. Dungeon checkpoints should NEVER be gated. If you want to leave the skip at the very beginning, and the mushroom area for the buff behind specific gates for aesthetic value, I still donāt agree with it but I understand.
But dungeon checkpoints behind a gate purely for aesthetics is a horrible design choice and feels terribly restricting for players. Realistically you should just remove all the requirements.
Necrotic Wake
Winged Champion[165605/176692] are currently bugged and do not function correctly on the beta. When you wipe thereās a chance they get stuck in the air and will not return you to the top.
On the discussion of these mobs, the entire mechanic here is very poorly implemented. Having to wait for the angel to fly up and down feels pretty bad from a player perspective. You should seriously consider speeding these up 2x maybe 3x as fast, and make them significantly more responsive and have a shorter respawn. Being gated behind a goofy mechanic to even get back to your team in a dungeon feels very bad.
Discarded Shield should maybe get another +2 seconds added to itās duration. No comment yet on the new locations of the weapon spawns.
Siege Of Boralus
Without Spotters, some trash revisions should absolutely be considered. Specific areas to review be the very beginning of the dungeon leading to Chopper Redhook[144160],
and the banana hallway after Dread Captain Lockwood[129208].
Chopper Redhook[144160]
Add better indication on the Heavy Ordnance[273716] on the ground, currently they are very difficult to see. Put an arrow or some sort of indicator over the small bombs left over AFTER the initial animation spawning circle.
ViqāGoth[128652]
This boss needs a re-design BADLY. This was arguably the biggest issue with the dungeon previously, and likely the #1 reason why many players did not want to see this dungeon return.
Grim Batol
Bombardment flying event feels not great for M+. It has a limited flight area, you now have limited the damage to the charge ability. If the event flew the entire dungeon it would be cool to be able to pick and choose which trash you can do, but that is also a large time sink and not very intuitive or fun for M+.
In a PuG group that is not optimizing their bomb drops it feels very low impact. I was really hoping you would just remove this event and review or reduce the trash in this area. Since there is no checkpoint before the first boss, and this area is a fairly long run back to the boss, you should really consider reducing the trash here and just scrapping the event.
On the topic of checkpoints, I would really like to see better checkpoints in this dungeon. There should be 2, and it should likely be first boss and the hallway before the third boss. The current checkpoint to run from 2nd boss to the end of the dungeon is LONG.
The AoE enrage from the Commanders I believe sorry I didnāt catch the ability name and ID, feels a bit overtuned.
General Umbriss[39625]
The animations on this boss are a step in the right direction, but still not very intuitive. The overlap between the knockback and the dragon breath should likely be reviewed, maybe potentially reduce the flight speed of the Shadow Breath[448566]. There should maybe be another indicator added to the Shadow Breath[448566] cast. I understand the theme here is he calling the dragons in, but you should have more indication of where they are spawning in before the Commanding Roar, so you have more time to interface with the most important mechanic.
Erudax, the Duke of Below[40484]
Boss feels mostly fine, would be nice to have slightly better indicators and visuals, maybe make the tentacles a bit more bright and easier to see. I feel like the boss is pretty basic and as long as you donāt hit the tentacles thereās not much going on. If you hit a tentacle the chances are high youāll get comboād into something else and you just die. Which feels a bit underwhelming that this is the only concern.