Hey Blizzard, Classic Dungeons Are Fun

In his defense, BFA dungeons aren’t difficult either. Mythics were being cleared in the first week.

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Nope, But since these boss fights are 15 years old and have been changed significantly since their original incarnation, much of the information regarding these fights has been lost to time. What use is there for a strategy guide for a game that no longer exists?

But since you asked, here’s another one:

Baroness Anastari

• When she is in her banshee form, nuke as fast and hard as possible. This will limit the number of possession cycles that she goes through.
• She will possess a random party member every so often, taking her out of combat. You have two choices to get her out of the party member:
◦ Damage the possessed party member until they reach 50% of their health. Don’t worry—once possession ends, the party member will receive a full heal.
◦ Crowd control the possessed party member until possession fades. While possessed, the party member is susceptible to all forms of humanoid crowd control. This method is less of a strain on your party, but prolongs the fight. Also, her possession ability is on a timer, so the longer she spends possessing on each cycle, the less time you have to damage her before the next cycle.
◦ Mages can use  [Ice Block] and Paladins can use  [Divine Shield] to clear the possession on themselves.
• She has a tendency to use powerful cooldowns when she possesses a player. If you can, go ahead and use those cooldowns during the fight, since it’s better to use them against her than against your party.
• In a similar vein, Priests, Warlocks, and Warriors should try to use their AOE  [Fear] every time the timer is up. It will have no effect on the Baroness, but it can be disastrous if used against your party.
• Healers who are used to using big, mana-efficient heals when the tank is low on health may want to adjust their tactics for this fight. If the healer is possessed before he or she can cast that big heal, the tank can be in a dangerous position during that possession cycle. Keep a HoT up on the tank, and keep his health relatively high.

Dude, you’re just grasping at straws because you don’t want to admit you were wrong.

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No “GO GO GO” mentality

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There are already different difficulties of dungeons.

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That’s not a game issue that’s a player issue

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That is a statement which is irrelevant to this conversation.

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I would say game issue, for example M+ encourages that mentality

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You free to make a high key mythic, ignore the timer and use CC, follow mechanics as much as you want.

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It’s an integral part of the design for modern WoW dungeons. The challenge of these dungeons is dependent on the timer being the key factor of how players move and fight through them.

The players who are suggesting that high level Mythics should provide the same type of challenge as classic dungeons just don’t understand the difference.

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I tried it but it is not possible since i can’t do it solo and other 4 players want to do it with timer so i have to cooperate with them and it is because of the way the system is designed.

Nothing bad in that but its just not for me, one of the reasons why i look forward for classic dungeons.

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There is nothing stopping you from ignoring the timer in a group you put together if that is how you want to play it.

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What is the point in that? THe timer is the design element that makes the current dungeons challenging. Going through a Mythic+ dungeon slowly IS NOT THE SAME AS A CLASSIC DUNGEON CRAWL.

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What would be different? It’s hard, you cannot ignore mechanics and CC is advisable.

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The difficulty from a Mythic+ dungeon comes from the fact that you need to complete them under a time constraint. CC is used as a tool to make progression through them FASTER, not for the reasons CC was required in Classic. Mobs hit harder and have higher health only as a gear check. Mythic+ dungeons were not designed to be difficult as a classic style dungeon crawl.

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The timer is optional for the chest.

Again it’s less of a game issue. It’s a player issue. The folks playing the modern game like playing that way.

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  1. CC is critical
  2. Single target iso tanking, without breaking CC
  3. Letting the tank get aggro before DPSing
  4. No AoE allowed because it may break CC
  5. Mana management on every single pull.
  6. Waiting for casters to regain Mana after every single pull

It’s very much different than modern WoW, which is pretty much an AoE zergfest with zero strategy involved.

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The challenge that’s been designed into these experience is only there because you are trying to beat the timer. If you go slow, it’s no more difficult than Mythic 0 done with appropriate gear.

AoE also increased threat. It was a quick way to get yourself killed because the tank would lose threat.

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You listed a boss with a single mechanic, a mechanic that is only 1 part of the list of mechanics from Heartsbane Triad in WM. A sinngle mechanic doesnt make a boss complicated, but I’m the 1 grasping at straws lol

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Yes, you are grasping at straws. Also, you apparently don’t read. Barron has six different abilities that all need to be considered and acted upon during the fight. Regardless, yes the game has evolved over 15 years. NOBODY is suggesting that we shouldn’t take that 15 years worth of game design experience and throw it away. It’s entirely possible to put modern Boss fights into the Dungeon Crawl style of dungeon experience into the game.

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Word.

I’m so tired of that line. Yes, there is a lot of AoE going on in M+, but depending on affix, everything changes. CC is used heavily. Slows, stuns, and interrupts are everyone’s responsibility. I’m a resto shaman. In M+, I have to purge and interrupt, and if people aren’t playing mechanics well, avoiding avoidable damage, AND executing their rotations effectively…we’re going to die.

If the wrong thing gets interrupted and the interrupt is down for the correct thing, we could wipe.

If the dispel is too slow, the tank dies and we wipe.

If the skull doesn’t die first, the tank might die and we wipe.

If they pull two groups instead of one by mistake, we wipe.

If someone forgets the pat and we don’t get out of the way in time, we wipe.

If they don’t kill all the mobs at the same time in bolstering, we get a mob with 5 or 6 stacks and the tank dies and we wipe.

If they kill more than two mobs at the same time during bursting, people get melted and we wipe.

If the tank doesn’t kite well enough to drop necrotic or position well enough to keep melee out of sanguine, we wipe.

If people don’t move when they’re supposed to move, stand where they’re supposed to stand, and pump maximum dps at the right times…we wipe.

Wipe more than once, we’ll miss timer.

So stop with the “it’s a mindless speed run.” No. It isn’t. It is complex and challenging, and everyone has to be on board, working together, communicating, paying attention…AND know the dungeon, know the trash, know the bosses, know the path…AND know how to use their entire class toolbox.

I’m really, truly sorry that so many people have had bad pug experiences with M+. I really am. I play M+ mostly with just my guild mates, and we have very varied levels of skill and seriousness about M+. We’ve failed many, many timers. We’ve timed a whole lot of them, too. It has all been fun, and it has all been challenging.

M+ isn’t to blame, and the timer in M+ isn’t to blame. The Zerg-rush mentality of leveling dungeons began with heirlooms, and it’s gotten worse over time.

Mythic + dungeons are not the same thing as a tank speeding through Shadowfang Keep too fast for people to keep up or pulling a third of the dungeon at a time on BfA normals when everyone else is there to learn the dungeon and then getting all toxic and unkind when he dies.

M+ didn’t do that, and that isn’t what M+ is.

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