Feedback: Mythic+ Testing - March 16th - 20th


Dragonflight Season 2 Mythic+ testing begins on PTR realms Thursday March 16th. The test period will begin Thursday March 16th at 10:00 PDT (13:00 EDT, 20:00 CEST), and end Monday March 20th 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.

The first weekend features 7 of our season 2 Mythic+ dungeons:

• Neltharus
• Brackenhide Hollow
• Halls of Infusion
• Uldaman: Legacy of Tyr
• Freehold
• The Underrot
• Neltharion's Lair

During the test period you’ll be able to acquire and customize Mythic Keystones by talking to the Keystone Vendor in Valdrakken, and the nearby Dungeon Teleports NPC will assist you with transportation.

We look forward to hearing your feedback!


Yeah do limited weekend only testing again like you did in DF beta so only so few tryhards can participate and we will get tuning all over the place again like in S1 (its still horrible as of today)


Hey can the “Opening of the Diablo 4 Open Beta test weekend” be considered a technical difficulty? I’ve been asking around and almost no one I have talked to is going to be playing WoW when that’s active, much less testing new keys.

Maybe extend the duration, or have another test period the weekend after as well?


I don’t know where you are from but I’d like to live in a place were the week end being Thursday and ends Monday afternoon:

The test period will begin Thursday March 16th at 10:00 PDT (13:00 EDT, 20:00 CEST), and end Monday March 20th at 10:00 PDT (13:00 EDT, 20:00 CEST).

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Yes, it seems there’s a dragon riding skin missing for KSH.

Also, I’ve noticed the two tier recolors for KSM and KSH aren’t on ptr either.

Looks like the pedestals are deactivated. Putting in the key and hitting activate doesn’t do anything.

Unable to start a mythic plus key in any dungeon. The thing to put your key in, does not work


Keys arent working, same bug as beta testing

are we scaled to an appropriate item lvl for the keys or is it w/e we are wearing? bc my alts arent geared at all nd theres only a pvp vendor for non tier nd trinket slots.

Finished a 15 Tyr and the timer was bugged. Since I haven’t seen anything else about it I’ll assume it was just a one off. All objectives were completed, but we did have one member DC and not return after 3rd boss.

The scale buff that sets ilvl and reduces durability damage only seems to appear in the dragoflight dungeon(s); not the older ones (like Freehold?)

The last boss of Neltharus shield phase is ridiculous. We were slamming that dungeon like pro’s until we got the last boss. The items used to break the shield weren’t making any noticeable impact on the shield, and the pulsing AoE was chunking us for 70k+ every 2 seconds. The healer couldn’t keep up. We tried like 7 times and just called it because we’d die on the first shield every single time. Maybe it’s a mechanics issue, but it really felt like the items might be bugged and the shield just wasn’t being affected by them? But the shield was also too large for us to burn through it in the 10 seconds before the healer couldn’t keep us up anymore.

I think there needs to be some addition of checkpoints in some of the DF dungeons, Halls of Infusion in particular. They’re especially punishing and a very unfun aspect of challenge, if they are even considered one.


Please make all healers have a universal dispel. This small slice of “class fantasy” is not worth the misery of playing a season of keys not being able to dispel deadly mechanics in half the dungeons


I came to say the same about Nelth.
We even pre-spread to have a quicker shot at the gold piles and after using the items we still died before busting the shield.
Def needs to be tuned down.

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Harlen winds too hard to see and dodge. Please change this mechanic. Maybe make it work like mistcaller and put arrows on the ground before winds or something.

Halls of Infusion is awful. Everything is overtuned. The mechanics are annoying at best. And the respawns and runback times are life draining. This needs major love to not be the worst dungeon ever in mplus. The chain demo shouts and one shot casts are out of control and require far to many stops and kicks. And again, the respawn and runbacks are actually unreasonably bad. Runbacks should be better in every dungeon frankly, but Halls of infusion is beyond absurd. Please help. It’s a game, it should be fun.



Okay, let me preface this with: I am SO happy this dungeon is back because it was my favorite BFA dungeon (Would have preferred not to have to do underrot again, but its whatever).

However, in S4 you came up with the Void lord skip affix (Awakening or whatever?) because having stealthies was darn mandatory in this dungeon. Otherwise you’re at like 100% trash before the 3rd boss.

So, either Trash needs a massive % drop so you’re incentivized to pull it, or you need to just flat out remove some packs. Cause I’ll bet my knickers the general public is going to require you to have a rogue or everyone to have invis pots in order to run the key. It’ll just create a toxic situation with the feeling of mandatory invis.


Adding in Brackenhide.

So, we were doing +20 with only Fortified.

Scented Meat: Damage needs looked at, unless you’re expecting us to have twice the HP currently.
Bloody Bolt: Damage needs looked at, unless you’re expecting us to have twice the HP currently.

Okay, really, I could repeat that. But the trash was ridiculous. The bleeds/poisons kill you in <5 seconds. The poor healer trying to keep up with the fact that multiple people were getting them at once… lawd.

The first boss. Pray your group pops defensives during the Gash Frenzy, cause if not they’re a goner. First boss felt like a raid boss compared to the next two. That being said, we got them with lust, but lord have mercy. Perhaps better visuals with the Savage Charge, too?

The random frontal on the slime boss was definitely something. The DK tanks purgatory never activated once the entire dungeon.

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You need to make the puddle mechs on nelth’s lair rock and worm bosses visible. They arent, currently.

Decatriarch Wratheye in Brackenhide Hollow only loses stacks of her +damage buff when she successfully melees the tank. This means she will retain the +damage buff for much longer against tanks that dodge vs tanks that do not.

Besides the fact that this boss should play consistently across tank specs this mechanic could also incentivize dodge-heavy tanks such as Brewmasters to let the boss hit them in the back in order to drop stacks more quickly. Not only does the boss do less overall damage when she has less stacks, but reducing her stacks faster also will cause the next Decaying Strength cast to happen sooner, which is what removes Withering Rot (-damage debuff) on players.

A better design would be to have the boss’s Decaying Strength buff lose a stack every few seconds instead of relying on melee hits.

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