M+ Dungeon Tuning Incoming

Made this go from the easiest key to one of the hardest keys with a single change.

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Trust the developers. They know better than you.

how when they dont even play the game

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Yeah, this was very jarring. Couldn’t even hard CC them. that was the priority kick mob back in the day.

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Yeh but that was fun seeing bats galore. The ToT changes were more needed, but the fact we have multiple gauntlets this season makes you wonder what Blizzard are even thinking these days.

Gauntlet plus Incorporeal/Afflicted and in those dungeons with the gauntlet, no room to move, a roof over your head, walls to obstruct your view… SANGUINE.

I just want them to get rid off Sanguine, having BrH, ToT and WcM in the same dungeon pool with Sang is just bad. I would not mind them to remove Afflicted and Incorporeal also, or at the very least change Afllicted so we can modify the nameplate and see it easier.

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Could just make it from an instant mass aoe on death to a delayed swirly on death so you have to keep moving instead of just removing it.

I think this is true, though that dungeon is quite the pug-nightmare, from Volkaal’s totem dance, to dashing around to pick up the bloods on priestess. She’s the crown jewel on this dungeon

Maybe the removal of it being a curse effect means it’s a single damage, and no ticking over time? That surely would be the tradeoff…right?

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Trust people who actually play M+ at levels where this change matters, unlike you, who’s only done AD on a 14 so far. There’s a reason that everyone is fixated on the one change that’s actually bad-- the devs have shown time and time again that they’re not perfect, so I don’t know why you think giving negative feedback about a change is unwarranted.

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I thought it was weird at first but I actually like the change I think. There’s so many other things to kick/cc anyway this is purely a move out mechanic now.

Before it would actually be a lot more distracting because you would move out if you weren’t sure it would be kicked but then it did get kicked and you didn’t need to move out, with pukes and infests to stop on top of that it kind of just made it worse to be kickable I think.

Well, in a PUG, yeah, I can def see how there was anxiety as to whether it was kicked or not. Maining prot paladin, I had a stop/kick for it, and it was pretty straightforward. In fact, I think the only other kick in that area is the 'wretch from the pig…dudes? I think the issue, though minor, yes, is that there’s no incentive for gameplay options in encounters/mobs like that. There’s just one option anytime: pull the mob to an area where you can range it, and move out of the cast. Perhaps that’s what Blizz was going for?

The change does make them more like those dark-cloud chaps in Vortex Pinnacle, where the only option is to move out of their ~15yd aoe.

I don’t see the need to pull them out of the hallways. That just seems like the play for the leapers because there’s less stacking and ranged can evade on the fountain.

In the hallways the dinner bell melee just literally walks out and continues. Haven’t had any issues.

The leapers are the problem.

:dracthyr_yay_animated:

:dracthyr_uwahh_animated:

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here i was thinking i had a route for atal dazar plotted out over several runs. guess i can just go heck myself.

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No they really don’t rofl not if they are making Yaz basically unkillable at least for pugs on decent key levels

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True, can be kept inside - i’m biased because of bloody puddles this week, so I’ve just been pick n’ dragging them to play in the courtyard. It also helps camera angles when i’ve got an unobstructed FOV outside as tank.

Leapers have been downplayed in my (mostly) all melee runs in there - all…3 of them(?) this week.

Having run this dungeon a bunch in BFA, i was very surprised when I used the add on Method Dungeon Tools and realized that my old pathing was actually over %. I think a few more mob groups should do it without too much of a change in pathing. I really like that they got rid of the double abomb pack before totem boss, volkaal. That used to lead to really pushing shroud, and then using the old god totem skip for them.

Yeah I don’t blame you, I loathe all the cramped dungeons. As a DH especially.

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Also, just noticed your mog. Majestic

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This X 1000000000000000%

So tired of going into a key expecting fall and end up in rise. Even asking, half the time people just reply “yeah” when asked, then it’s rise…

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You still need to reduce the actual damage of the ability. This isn’t enough. Tanks should not be getting chunked for significant portions of their health by a freaking dot. This made people avoid Uldaman in S2 and its going to make Throne feel the same way now.

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Good changes, Tyrannical still gonna catch a LOT of people off guard who never bothered to learn boss mechanics.