I defeated the mage tower tonight. My thoughts

Has anyone established where a blizzard employee said this is meant to be TW content that requires no effort and you can sleep through the challenge?

I think people are assuming or got the wrong idea because the MT challenge was set to be rereleased alongside legion time walking m+. I guess either way Blizzard is going to take the blame as they didn’t explicitly state what the expectation of their players would be in regard to the MT challenge.

Feel free to provide evidence of the contrary, but I honestly don’t remember them saying it was going to be a free handout.

What about the fact that MT, which is solo content and doesn’t directly affect other peoples play, 100% cannot be completed if you have physical or hormonal impairments that affect your movement or sight

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The problem is that is this mage tower is objectively harder then it was in legion which to me means its way overtuned. Worse, even though challenges can be fun its not fun because we have to play with one hand tied behind our back since all the playstyles that we got used to in shadowlands are disabled with our borrowed power. So just for this content we have to relearn our class in an impractical manner for a challenge that doesn’t live up to the legion equivalent. A big part of this is players were much more robust in legion, if only because prdyaz also known as 30% hp shield every 30 seconds forever existed. It was common for some classes to just do double sustain legendaries for mage tower.

For context every kill I’ve watched of current Xylem mage tower p2 lasts until 4th and sometimes in the middle of spawning a 5th wave of adds, in legion killing it between 3 and 4 waves was about par, with antorus gear and consumables I’d reckon 2 waves was possible.

Agatha does no damage in the current iteration which is why people are claiming shes easy, she can’t kill you after all. But she takes way too long, her damage increasing is supposed to be a sign that damage isn’t high enough, in the current mage tower thats just the design net more damage then the imps and healing do and eventually you win. Her health+imps should be lower and the damage should be higher her cast should be able to kill a player if its ignored.

Tank challenge is consistently lasting too long, you know this because of average infernal drops the longer p1 lasts the more infernals you get the harder the fight becomes and p1 lasts way longer then it did in legion. Worse the adds have too much health, I’ve spent so many hours on this one as guardian and my biggest gripe is that if I’m in berserk spamming thrash, and I stop the adds at the end of their cast and keep spamming thrash they should die before they naturally get their next cast off, in this tuning they don’t, let alone without berserk. I’ve had to start doing creative use of game mechanics to preserve my orbs for p2, and even then p2 is a mess because you only have so much control with velen dropping orbs where he pleases combined with several layers of knockback and stampeding roar only does so much if you need to orb the adds and are being pushed away from that orb.

Sigryn is the one that truly angers me though, in legion I did all variations of that fight, well I did all variations of the mage tower to begin with but in the case of sigryn I did it early. The reason was I didn’t need gear to do it, the fight was a pure mechanics check. If you could do the dance and pop the shields you could do the fight. In timewalking I learned there was an enrage on this fight, something I never knew despite having first completed this challenge in nighthold on a demo lock. It wasn’t a dps check but it is now.

Healing challenge is the most egregious by far, but only for resto sham and holy priest. The p1 caster adds do more damage at 0 stacks then they do for the other healers at 3-4 stacks, and the only way past that is “creative use of game mechanics™”. I’m glad I did that on paladin where it was comparibly well tuned…except for the final boss not naturally dying to ambient damage and the npc groups dps, you actually have to actively dps it or he simply won’t die before the floor is entirely covered. Once again this is something that is not true to legion.

Simply put the bosses have too much health, and we do too little damage. Its easy to see because just having the power of a more optimized gear set shows that the issue is often damage, which is awful when we’re force scaled to an ilvl. Its less fun because we can’t use our current full kit despite having a great box of tools in legion. And the tuning is such that even if we did the bosses are tuned closer to “theoretically possible with near perfect play” rather then “possible with good play”.

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Than when it was originally released or as patches made it progressively easier? I wasn’t playing at the time.

I mean your last sentence sums most of the general complaints, there isn’t anything theoretical about it, it’s fact it has been completed. At that without perfect play.

For example: I forgot to use my strength pot when I popped drums at beginning of P2, my second breath was cut short because of mistakes I made, but I still managed to beat it with a few seconds to spare. The DPS check for some are tight, but I think there are room for mistakes dps wise.

Certain things undoubtedly need tuning, but a lot of the complaints are very disingenuous. And because of a lack of clarity from blizz on the intended difficulty, seems the majority of the players were expecting free handouts for no effort.

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Has anyone established the exact opposite?

A mix, as I said with sigryn she was doable without hitting enrage timer from the start. I wouldn’t know as much about Xylem since I didn’t seriously play any classes that could do Xylem when the mage tower first came out. Even so the damage in p1 is clearly tuned toward the common legion strat of double sustain legendaries p1 and swap to damage legendaries+tome+drums p2 when that isn’t as potent on the current mage tower. Also the healing challenge final phase inherently should have your party doing enough damage to deal with the boss before the soft enrage, but even that is overtuned in current mage tower to the point where that might not be the case.

Also don’t take that last bit literally I mean that in the sense of where the difficulty is at for the hard challenges. Tuning it tight enough that you can kill the fight, but the margin for error is not large, certainly not as large as it could be in legion even early on with bis legendaries.

To my knowledge, no one has confirmed whether this content was supposed to be easy or hard as heck that only the 1%ers can do it. Blizzard is still “looking into it”.

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It seems intentional which actually angers me a fair bit, between the shadow buffs on release and blizzard’s breakneck speed in hotfixing the mage tower for everything but tuning. Its frustrating since the tuning on the ptr was mostly on point.

They fixed items that were being exploited, how can you tune based on data collected that contains people abusing said items and enchants?

I don’t like to white knight, but there’s gotta be some sort of process to correct things.

How many pulls were required on PTR?

I did 1 one of every challenge on the ptr and it was closer to 5-20 for the ptr with some exceptions, but that was for me and I vaguely remembered how to do it from legion. The exception was fel totem which was scaled to ilvl 45 on the ptr and was thus much much harder then on live. Also I got Xylem by pure luck since I was playing 2h frost and finished the phase with the entire room covered spamming death strike with ams up for the last 3%. When I tried it this week I was no where close to on pace.

1 shot the twins on the ptr, but thats not one that I see complaints on then or now.

How is it an exploit if the system they designed allowed for the use of old enchants, gems etc? If that was their concern why didn’t they just make everyone a template no matter what gear they were wearing?

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Because the majority of items were scaling, these were not. 100 STR off of crusader was probably equivalent to wearing 4 extra pieces of mainstat gear.

Either way compared to other consumables/enchants they were a massive advantage, making the fights easier.

I don’t see what’s hard to understand. They disabled all legendaries and borrowed power, of course they’re going to fix something providing more than scale intended power.

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Blizzard should be embarrassed. You have PTRs, yet release crap now days and let us beta test while paying a sub. Won’t be renewing the sub, this game is a shadow of its former self.

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I’m with you. Blizzard says the same BS line “we’re listening” and then completely disregards player feed back. I only hope the shareholders read these forums.

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Nobody with any significant share % reads any online forum.

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Can we buff the easy challenges too please, fury and fire mage are giant memes.

So they already made a few hotfixes for tank/healer encounters but those hotfixes are basically useless and change almost nothing. LOL…

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Not true! The guardian druid one, actually makes the fight harder :slight_smile: Thanks blizz!

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Yeah, I thought I’d give it a go since I read they hotfixed some stuff…
So now we need to stay with them to incap the channel, or run around to the opposite side of the platform. If you end up out of position and they clip Velen… well ya know.

Just fix the scaling Blizz. Across the board.
It shouldn’t be a near requirement to have a full set of sockets and specific items to cheese past bad scaling.
Hitting the last phase with 4+ infernals is just aggrevating, not challenging.

(I have 2 socked pieces btw. Feels like being punished for not farming sockets before all this to get past their bad scaling)

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They did nerf the hp on the horrors and kruul by about 8% which helps a lot. I still think p1 could use a slight hp nerf, maybe like 4-5 % just so you can get to p2 with 1 less infernal, but meh the kruul nerf alone should make this way more obtainable for everyone and is enough.