Mechagon overtuned?

We got him after like 3-4 attempts or so. Most of the fight is just avoiding getting gooped. So finding a bot right before Toxic Wave goes out, and avoiding swirlies and positioning yourself so you’re not between the boss and the puddles when he coalesces. Obviously bots should get de-gooped ASAP, but not at the cost of ignoring mechanics that can goop your players.

OT: I ended up going with a mostly-guild group, with a pug healer. Probably took us about 2.5 hours to fully clear. Most bosses took a few attempts, although I think Tussle Tonks, Garden, and King were all one-shots. We pretty much went in completely blind, didn’t watch any video guides or anything. Sort of learned as we went. Some of the trash was definitely rough, but manageable with CDs and CC. Average ilvl was probably somewhere in the ballpark of 410-412 or so. Tuning felt like the equivalent of a current-season +7-8 or thereabouts. Now that we’re more familiar with mechanics, it should be a bit easier now. Long story short, dungeon seems fine overall.

The goop on friendly players is a Poison. Going in with a druid, monk, or other poison-cleanser trivializes Gunker.

We didn’t really have problems with players being gooped. It felt like being spread out the healer was having problems getting in range of everyone. Are people following the bots or only getting in their circle when mechanics necessitate it? We were moving with them and got Gunker in the teens twice. The thought behind stacking ranged DPS on a bot with the healer was to make it easier for them to keep the group healed. And the DPS should be able to ungoop that bot quickly. Thanks for the tips.

Went in with a miss-match of 405-410 alts. Guardian Druid, Disc Priest, Balance, Assassination, and Frost Mage; as a group which rarely plays together.

None of us had any prior knowledge of the dungeon, and we did not consult the dungeon journal at any point. The entire thing was learning by trial and error.

Only took about 2.5 hours, and that’s including a disconnect where we just cleared some trash, a repair break, several pet battles for collectors, and pauses to take screenshots (including one of a bee wielding a laser gun).

Did not feel overtuned at all. Mechanic complexity was about what I would expect from a 5-man “Megadungeon” and difficulty was where it should be, too. Do the fights correctly and it’s overall fairly easy. Tunnelvision or ignore mechanics and you die.

A few very specific trash pulls felt disproportionately more difficult than the rest, but a sap and/or sheep was more than enough to make the pulls manageable.

I can see this dungeon being somewhat rough with pugs, but it’s the first week it is out. If you run with randoms, don’t know what you’re doing, don’t have patience to learn, and everyone just wants to tunnelvision, yeah, you’re going to struggle. If you even acknowledge that a mechanic exists once in a while, it’s fine.

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Why only 3 attempts, out of curiosity? That seems a bit low for brand new content if you aren’t super familiar with what’s going on; even dungeon content.

As for tips - if you have someone who can dispel diseases, make sure they’re on the ball with it. Trivializes the goop mechanic on players unless the dispeller gets it, but goops have low health and are easily killed.

Goop itself is fairly easy to avoid. Avoid swirlies or stand in a squirtbot. Biggest catch is that if two swirlies land on the same bot, players will be gooped, too. Make sure you’re either in, behind, or in front of one when he’s doing Coalesce or Toxic Wave. You don’t need to be in them if it’s dangerous - as long as the slime passes through the squirtbot, it gets cleaned up. Just be between a bot and the source of the puddles. Breaking squirtbots out should be top priority (second only to avoiding getting gooped yourself).

Also, make sure the tank is always in melee range of the boss. If he backs out to help with goop, he’ll either swap targets and almost instant-kill a melee, or if nobody is in range, he’ll start shooting bolts that hit for 200k+. We didn’t realize this at first and at least one wipe was caused to nobody being in range for a moment.

Its hard, but it is supposed by this hard as a challenge for players willing to try it early. It will get easier as people learn mechanics and better gear. Although I hate to think how hard this will be on Plus.

I got as far at the 4th boss tanking. There I messed up big time because I am too used from soloing to just reflexively hitting my damage reduction cooldowns if I take damage, and here you absolutely need to save them for Wreck. It didn’t help that DBM was not displaying any warnings or timings for Wreck whatsoever no matter what I did. I thought moving the CDs to a different keybind would help, but then I couldn’t remember where they were in time lol and that was a wipe too. Ugh. I quit at that point and told them to replace me.

I didn’t find the bosses over-tuned, save maybe the 2 gnomes, but the trash, especially the pull before the last boss is a bit much. Also best to go with people who know what they’re doing :slight_smile:

Some of the mechanics are things I would expect to see in a heroic raid, yet the dungeon only drops normal raid quality gear. Then there are the KUJO box shenanigans where if you don’t run out right at the last second before he finishes venting fire the next box lands on top of the previous box and becomes borked. Some of the boss fights especially punish the healer in the group due to boatloads of unavoidable dmg spikes.

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I am going to say it is not overtuned. I went yesterday with a full pug. We wiped a few times on each boss and a lot of trash. Once we learned the fights we had little issue. Things hit hard but it is no where near impossible.

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It’s really not overtuned. If you’re going in with a 400 ilvl doing it for the gear upgrades you deserve to get stomped. Just cause it gives 415 gear does not mean its meant for under 415 players. Everyone face rolls it day 1, then what?

Couple that with the fact that half of you are the same type of people to complain about M+ mechanics and it can honestly be said that blizzard shouldn’t even read your complaints, much less react to them.

…I mean ah… It is designed for people under 415. I wouldn’t take anyone below 400 into the Dungeon, by I was able to tank the place just fine at 407 when I ran it on Friday, and the rest of my group was in the 405-410 range.

The dungeon is nowhere near tuned for 415 players, and the idea that you think you need 415 gear to be able to run a dungeon that drop 415 gear is asinine. If any group is struggling in Mechagon, it’s because they’re messing up a mechanic. The trash hits hard, but the bosses comparatively do not.

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That’s how mythic dungeons felt back when the xpac began and I was running them with 300-320 gear and they dropped 340. It’s fine as is.

And it wasnt meant to be aimed at 415 players. This is a dungeon that is supposed to last the whole patch.

Our group is all older players with kids, jobs and such and it just happened to be quitting time. Thanks for the tips. Our plan is to start here next time and to get this boss down.

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Only problem I have on it is the gauntlet on the aerial unit, again, is undoable because of my latency.

I cannot do hard mode because of the channeling requirement of the entire group and I can’t get up there.

I think the difficulty is fine, but the rewards are definitely not worth the difficulty. I’d say it should drop 425 gear. With HM dropping one piece of 440.

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We did the hard modes first week with an average ilevel of around 410, I was in my off-spec, and it was tough, but hey, that’s why they call them hard modes. Normal modes are perfectly fine, even our alt group (~400 ilvl, tank in offspec) did a couple of the hard modes in the first half.

It’s overtuned if you don’t look at and learn mechanics. Think of it like BC heroics. You can’t run in and aoe and fail to interrupt. That doesn’t mean they’re overtuned, it means you have to do mechanics.

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It’s not overtuned, the rewards are undertuned. When I got better items out of doing world quests than I did from actual content that required time to organize and complete I lost a lot of my desire to do other ‘difficult’ content.

I think 420 ilvl would have been more than fair as the baseline for Operation: Mechagon.

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And it will for heroic & mythic + most likely in 8.3, but I don’t think you know what blizzard means by MEGA-dungeon

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This is the one thing I can agree with. It couldve given 420 or 425 gear. It just feels like Blizzard is making too much stuff give close to heroic level gear without having to put in heroic level effort.

A little offtopic, but I tried another group and got stuck on Hunter Killer again. I did a better job saving my tank CDs this time, but dps was lower and we were hitting 3 Wrecks before the Tank Buster died, and I was running out of suitable CDs and dying on that 3rd Wreck. Looking over all possible CDs it should be possible on a DK, although on other tank classes it might be more of a struggle.