M+ tuning, issues and suggestions

I’ve been having a decent amount of fun in current season of m+ but here’s a couple comments about them.

Siege of Boralus

  • There seems to be too much trash by simply going in a straight line.
  • I feel removing one pack from the main route would make a lot of sense. I would suggest to remove one Bilge-rate demolisher and/or the Irontide raider+Ashvane commander small pack before Hadal Darkfathom (3rd boss)
  • The Irontide raider+ Ashvane commander combo of gripping your group in and charging someone at the same time seems a bit unfair as it can oneshot people if not multiple at the same time.
  • Hadal Darkfathom (3rd boss) has some spell queuing which will make him smash sometime at very inappropriate times during the waves which can make that mechanic a bit iffy. (can be played around but seems unintended when it happens which is rarely)
  • Ashvane Snipers also seem to be able to one shot people if they decide to all focus you.

Grim Batol

  • Enforcers are simply maybe a bit too much on the tank, they hit like a truck on fortify­. I like them having a ramp up and having to kite/cc to reset them but it just seems packs with an enforcer means I’ll be kiting most of the time.
  • Lavabenders are mostly fine but when they ascend the cast time for their frontal cone effect gets so much quicker that you have to dodge before the animation on the floor shows. Again playable but seems unintended.
  • Warlocks don’t feel great for everyone, yes I like players being able to remove a meaningful curse but maybe again it’s a bit too much and really make it way worse than it needs to be if you have no one that can remove them.
  • Erudax (the last boss) I have seen and heard a decent amount of complaints about tentacles being hard to see and maybe having too much of them. I personally like the boss but without a death knight or someone that can clear tentacles with a immunity the boss is way harder than it should be imo.

Stonevault

  • E.D.N.A seems to have the problem that if you dodge/parry the smash then you don’t get the debuff on the tank which you want to dispel at the right time to survive the next smash. This is playable as you can turn around so you get hit in the back but again doesn’t seem intended.
  • Skarmorak crystals spawn a bit too far away if you’re melee to cleave them and there’s not a lot of interesting mechanics going on.
  • Speakers Brokk/Dorlita is very impressive visually but has a nasty overlap with Exhaust Vent and Blazing crescendo requiring very fast reflexes. I feel it could be made easier by making the vents also show from the middle room rather than to be looking all around the room but it’s playable. One thing I would add is that you’re intended to interrupt Speaker Brokk after he does his Scrap song and without a very fast range interrupt it is rarely possible and feels a bit frustrating if you have a comp made out of melees.

Necrotic Wake

  • It currently feels like you gotta empty the dungeon out to get the trash% to finish the dungeon, maybe this could be tuned down a bit? I think 8-10% less percent of trash needed could help the dungeon pulls feel a bit less like trying to sweep the whole floor.

Ara-Kara

  • Kikatal the Harverster isn’t really melee friendly if you have multiple melee and really scales the difficulty way higher. To have done this with 3 melee a couple times it is not really fun as one of them will probably end up staying on the floor for the fight.
  • Nakt, one of the echo spiders at the start aoe damage seems a bit high. I think it can be fine but it does seems pretty high damage in comparison to everything else.

Mist of tirna scithe

  • Addons, weakauras, someone has to say it that those might be pushing it a bit too far by trying to solve the maze. I would note also that you can still push trash mobs through doors in the maze and that feel like one clunky mechanic.
  • Mistveil Defenders knockback is simply very frustrating and the blue zones they put on the ground are a bit too much blinding and can easily fill a room.
  • Tred’ova (last boss) can spawn invisible poison pools this can be really frustrating. He also does a green circle around that seems to limit melee players from hitting him which again can be really frustrating.

City of Threads

  • Silk Binders and Heralds of Ansurek simply seem to chain cast a lot even when interrupted, this doesn’t really feel great to play agaisn’t.
  • Fangs of the Queen (Nx/Vx), one of those fight that melee will lose a lot of uptime because the bosses simply keep running around for very long. It doesn’t feel great to have nothing to hit and simply dodge 2 small lines.

The Dawnbreaker

  • Overall don’t really have much to say outside of maybe a couple bugs making people disconnect or making them jump off the ships or go through them. Maybe would be nice to make players leave combat between the first and 2nd phase of Rasha’nan so rogues can re-stealth and healers can drink.
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Siege: I have to say, playing Frost DK in this dungeon feels terrible. Small pull sizes and having to constantly run out of melee really hurts my DPS. It would be great if they pull-in mechanics of the trash mobs were changed to something else. I agree the charge/grip combo sucks a little bit.

Grim Batol: Yes, fewer tentacles please, and make them easier to see, especially under boss and when the collapsing circle mechanic happens. I haven’t tanked it in a key to see which mobs hurt worst, so I’ll assume you’re right on the enforcers. The lavabenders’ heal absorb is pretty brutal too.

Stonevault:

One thing I would add is that you’re intended to interrupt Speaker Brokk after he does his Scrap song and without a very fast range interrupt it is rarely possible and feels a bit frustrating if you have a comp made out of melees.

Or at least delay the cast until they’re closer to returning to the players.

Ara-Kara:

Nakt, one of the echo spiders at the start aoe damage seems a bit high. I think it can be fine but it does seems pretty high damage in comparison to everything else.

Avanoxx feels way more melee unfriendly to me.

City of Threads: Agree about Fangs. There’s so many melee unfriendly fights in this expac so far.

Dawnbreaker: Having the minibosses/lieutenants not drop combat if you get too close to them and try to fly away is something I think should be changed. If for whatever reason you fly too close to a miniboss when you don’t want to pull it or someone just simply going to the wrong miniboss, you’re basically dead or will pull it with what you did intend to pull.

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