Hello! I am Angrystare.
Who am I to be giving feedback? I am purely an M+ Player. Currently a 3300+ DH tank with resil 15s. I have a 3k+ Rsham, and my 2 DPS are working on their resil 12s when I’m bored. I do not raid, collect pets, collect mounts or mog farm (very much). I didn’t even bother finishing the opening quest to undermine. The grand majority of my keys are found by opening the group finder and signing up. Sometimes I run with my guild. I sometimes list my key if it’ll bump my IO.
Here is some feedback in no particular order.
The good:
Compared to last season, keys are much more manageable. Likely due to the fact that Aug isn’t mandatory, tanks aren’t dying to white hits anymore or getting combo’d by literally every trash mob. A tank death is the tank’s fault, as it should be.
Gearing alts is INCREDIBLY easy through hero track. My mage went from level 79 to doing significant damage in 10s in a weekend. More on this in the ‘bad’ section though.
The visual clarity improvements to dangerous abilities are wonderful. No more blue circles on blue floors or brown frontals with no defined edges on wood textures.
The Resil feature is flawed but a great starting point. It should be warbound and apply all the way down. Bricking a 10 on a dps alt is catastrophically bad. Trying to find people for a 9 is an all day adventure, more on that later. Also if i have all 13s, and 2 missing 14s, im not going to que my resil 13 and hope on the 1 in 4 chance it rolls into a useful key I only have a single attempt at. I’m going to queue up for a 14 that I need. All that aside, still better than before.
The dungeons are just more fun this season. I don’t have a burning hatred for something like COT.
The bad:
Threat. -Why is this even remotely an issue still? If I don’t single target the Arcane mage’s target I get ripped off every time. On my arcane mage i rip off every time. Pally divine storms too early? Dead. Tempest proc going away? Dead. Juicy blood beast explodes? Gigadead.
Healers have very little agency in keys. Tanks have too much agency in keys. in my experience most of the time a key is bricked because the tank pulls a mega-dangerous pack that combos the DPS to death. The healer can do nothing for them because they die in sub 2 seconds.
The vault is terrible. There needs to be a targeted way to try to get myth track gear outside of raiding. 3 pieces as the season is ending from the cartel chips is not it. Gear is a means to a higher IO score. Getting a dud vault is a PERMANENT nerf because there is no catch up mechanic for myth gear. Starting an alt in the middle of the season suffers from this as well. Every missed myth track vault lowers that alt’s effective rating ceiling. A person that ONLY does M+ cannot compete with people that raid….at M+. This isn’t even acknowledging the OP cantrip weapons rings and cloaks.
Crest shortages. For most of the season you were short crests. I got runed of the undermine week 3(ish). I got gilded of the undermine when turbo boost came out. 1 ilevel a week is a slog(assuming you even get the right gear TO upgrade.)
Queuing low level keys(<12) as a DPS is ROUGH. There is no punishment for someone that bricks another person’s key. Playing poorly only affects the keyholder THEREFORE the keyholder is going to get the most overqualified people imaginable. I don’t have a solution for this other than making resil warbound. I’m much more willing to help someone learn in a 10 if I know I don’t have to spend the next hour queuing a 9 I don’t need.
Feedback by dungeon:
DFC - Pretty mid dungeon with a pretty lenient timer. Cart section would be infuriatingly terrible if the timer was tighter so that’s a great call. I like the last room as a tank because I can pull everything into the boss assuming I can survive without horribly testing the dps or healer. Feels like a DK is required because of mobs that throw uninterrupable rocks.
ML- Great route variation and skip potential. Feels good to get the meld skips before the last boss down, that pack is terrible to heal. First boss is a gimmie with min-max potential depending on how you kick the bombs. Good play is rewarded with a faster kill. Most keys are bricked on the last boss because people don’t understand how the safespot works. That boss REFUSES to move though so dragging it around the arena is not an option.
Priory-One of my favorite dungeons. I love the route variety even though I don’t think I’ve EVER gone right. The paladins could stand to lose some DPS on the sacred toll, it does too much damage too often. The templar are incredibly dangerous but I like the fact that they can be purged to make them less so. Foresight to bring a purge is rewarded. Second boss is scripted but people still somehow mess it up. The mechanic is trivialized by having a DK which I’m not a fan of. Mandatory classes in certain dungeons feels bad.
TOP- Straight line single target zug fest. One of the lowest target dungeons in the game. No strong opinions either way. Shouldn’t have 4 ring options, farming a specific one and getting one of the other 3 is terrible. Gorchop tankbusters too often. Tanks don’t have any defensives left halfway through the fight and have to eat one or two raw.
Rookery-Nerf to the timer and buff to the bosses was too much. Tightest key by far. The last boss takes 5 minutes to kill and can’t be pulled with any other mobs for efficiency. At the start of the season it was free and needed a nerf, but BOTH was overkill, either would have sufficed. Good call on making the debuff from the second boss leave a visual effect on the player. Can easily see who can and can’t take a new one, without this it’d be a weakaura fight.
Workshop -Straight line pretty boring. Peak “we made the dungeon too short now we need to waste as much time as possible with a conveyor belt and robots that send you to the start”.
The last boss first phase is incredibly boring with too much hp. The second phase is fine. Second boss is boring because you wait behind a box for half of it.
Floodgate - Best dungeon(maybe except priory, hard to say) released this xpac. Excellent route variation, every pull is like 15 mobs. Interrupts are required on specific targets but not every mob casts annoying spells. More of this. Every boss has a giga tank buster that’s manageable but punishing if messed up. Only note is Bubbles is terrible. Putting a heal check mini-boss after a heal-check boss sucks. Putting bubbles after the duo boss would have been fine, but after swampface healers are completely out of CDs expected to do infinite healing.
Brewery- Having 2 intermission phases on the first boss makes it my least favorite. Remind me of every WOTLK dungeon. IPA feels excellent to move around the room. Goes where you position it unlike last boss in ML. Hopgoblins are terrible, less so after the nerf but still annoying. Spawning adds with a new threat bar mid while people are sending AOEs means tanks have to run around like headless chickens. Less so on the high end, but every 10 i’ve ever DPS’d i have aggro on those things. The 4 pack before the last boss feels like a colossal waste of time. It’s not even hard, just time consuming.
Thanks for reading my thesis.