Before I get started I would like to say that if you haven’t read Jason’s (Zqs) post on Season 1 Mythic+ I would highly recommend it. Mythic Keystones: Season 1 in Review
As a whole this expansion, trash is much more tedious than in Legion. Last expansion one players cooldowns was all it took to mow a single pack down and this expansion every pull takes 30-40+ seconds, this problem is only amplified on Fortified weeks which adds an absolutely absurd amount of overall required damage for a dungeon, especially when compared with tyrannical. In addition to the increased time to kill relative to last expansion trash as a whole is significantly more dangerous. I would love to see game wide trash health, meele damage and spell damage nerfs no matter how small. Minibosses in particular in dungeons just have way to much health. The 3 back to back Minibosses in Shrine of the Storm are a prime example of how out of wack trash health scaling gets (especially with fortified).
Player power is an important factor behind player enjoyment in World of Warcraft, whether that be in the form of damage output, or ability to handle damage input. There has been a lot of talk recently about Community Perception of classes this expansion and when player power as a whole feels significantly weaker than last expansion in dungeons it becomes a lot easier to fixate on the negative as opposed to looking towards the positive. There are any number of tuning knobs that can be played with to adjust throughput for various classes and specs, but the hardest knob to tune that has massive impacts in Mythic+ is the utility that a class provides. The utility that some classes and specs bring are core parts of that spec or classes identity, however many classes are still left wondering what their identity should be in a 5 man dungeon setting besides a guy who punches things. Some unique utility is significantly more powerful when you look at it along side the rest of the toolkit that those classes provide in dungeons, be it through their damage, or healing.
Some notable utility outliers are:
Shroud of Concealment, a 6 minute cooldown that can save 3+ minutes easily each use depending on dungeon. Without adding truesight to nearly every dungeon similar to what was done for matrons in The Underrot more absurd time saves are only just waiting to be discovered, tested and implemented in keystone runs. With all of that being said Shroud is not mandatory for the completion of dungeons, however, no other class utility does what shroud does in a dungeon no other class can claim that they can ever hope to save as much time in a dungeon in the way that Shroud can. <Insert link to the Mythic+ in 8.2 Wowhead shroud skip section here>. Perhaps consider reducing the cooldown on invisibility potions to match? Or remove the restriction on other potions following the usage of an invisibility potion by putting them on a separate cooldown that normal potions. If there was a way to use professions as way to get around your group not having a shroud that would be an absolutely fantastic change. Perhaps a tailoring item that acts as a group wide invisibility cloak? You can get around not having a lust with leatherworking even if you don’t have a leatherworker in your group, so having a way to get around shroud would be something that I would love to see in a patch note one day.
Force of Nature, a 1 minute cooldown that completely transforms what is possible to be pulled by a tank no matter that weeks affixes. Force of Nature is also significantly more powerful than Earth Elemental, a 5 minute cooldown that dies in the same amount of time, or even faster than the 3 Treants summoned from Force of Nature, even though these cooldowns do effectively the same thing. Shamans may bring the best kick in the entire game, but it doesn’t make up for how underwhelming this elemental is.
Gorefiend’s Grasp, the best way to do damage to creatures is to gather them all in one place. Gorefiends grasp has a radius of 15 yards (176.71 square yards), the next best ability is Sigil of Chains which has a radius of only 8 yards (50.27 square yards). Luckily other tanks are extremely viable this expansion so there isn’t a DK only meta. If the tank balance this expansion wasn’t as good as it is currently then the impact of this spell in dungeons would be significantly amplified especially considering how many archers/gunmen/casters there are in BFA dungeons. +1 on tank balance, its actually really good right now.
Affixes:
I could go on and on here about the worst affixes to deal with, and why I dislike playing into them but instead I’ll leave this short and sweet. There is no week of Mythic+ Affixes that I get excited about logging into to experience in any given dungeon. There are only affixes that I either dread going into, or ones that do absolutely nothing to change how you do the dungeons that I don’t even notice at all.
I would love to see more timer tweaks and trash and bosses unchanged, or trash and boss tweaks and timers left unchanged. This is something that needs to be looked at and addressed by dungeon, especially if the keystone acquisition systems stays as it is.
The final note I would like to leave is, please please please do not overtune the 8.2 MEGADUNGEON in such a way that it needs multiple massive targeted nerfs upon release to be timeable like were needed when CoS, Arcway, Cathedral, Upper and Lower Karazhan, and Seat of the Trumpet needed when they were added to the game.