Motherlode didnt need all the add'l crap you added to it

any particular reason the mechs HAVE to hit the tank so hard repeatedly snaring him and then cast a bunch of tear gas, effectively stopping dps repeatedly on an already stupidly-high HP’d mob?

any particular reason we needed THAT many bucket-tons of firey circles that cover the entire map and one-shot everyone from various golins in packs on the way to the Azerite guy?

Any particular reason why the rogue mobs SPAM fan of knives and its no longer an interruptible cast like it was in BFA?

Any particular reason why you added fire tornados to the alchemists when they already had tons of health and coudlnt be stunned or cc’d in any way?

Any particular reason why you added SOOOOO much trash in the last part up to the last boss that can’t be skipped when you have to kill so much just to GET to that point? (never been able to find a path where i’m not over by a significant amount)


The amount of over the top garbage mechanics you put on the trash in here means that I will be avoiding this place on fort weeks until i out-gear it. It’s fine if you want to have places where ranged can shine but when 80% of the playerbase in LFG is a melee, these kinds of dumb moves wont force the change you want and just result in frustration for pug groups.

The dungeon was fine as it is, there was literally zero reason to change it so much other than to be annoying.

2 Likes

I mean before these changes the strategy for Motherlode was pull as many mechs as possible get 60%+ trash count before 1st boss and skip everything else. Adding more mechanics to these mobs made sense because before they were completely free trash %.

Overall they’ve done a pretty good job of redesigning the mobs abilities and they can tune numbers as they need.

Yes. This dungeon is annoying for melees.

theres a lot to unpack here.

thats kinda just in line with modern dungeon design. in BFA, those mobs didnt a frontal shield to block damage. and thats it. thats just a target dummy, not a dungeon mob.

yeah um, this isnt new. the Sapper mobs drop a bomb when they die, and that bombs spawns a bunch more when it blows up. thats exactly how it was in BFA. not new. also only happens when the mobs dies, and i would assume the rest of the pack is either dead or close to, so kinda a non issue.

i could remember wrong, but im almost certain they function exactly as they did in BFA. the Toxic Blades can be kicked, the Fan of Knives has to be stopped. even if that is a TWW change, thats a pretty minor changes since basically every spec in the game has a stop to take care of that.

im bad with names, but i think u mean the Masterminds, or something like that? and the fire tornados i assume you mean Brainstorm? sure they can be annoying, but they have a very clear predictable path, so ez to avoid, and also, its the ONLY thing that mob does, aside from an occasional single target channel on someone.

yeah i think Awakened has clouded your memory of that dungeon. in BFA, u hit 100% trash b4 the second boss, then used awaken to skip to 3rd, and again to last. so i guess in that sense, yeah they “added” a lot since u have to actually do it now, but id hardly call it a lot. if anything its less. its just mechs and a few specialists.

mechanically, id says this is probably one of the most simplest dungeons of the season. theres really nothing outrageously offensive, like say the Lightspawn Purification beam (or w/e its called) on Priory. kinda seems like you want to go back to the early days of M+ where it was basically just a speedrun thru target dummies. which, thats totally fine. its fun. but thats just not how things are anymore, and youd be surprised how many ppl dont want that.

wild. gonna need to seem some data on this one, cuz thats just flat wrong.

yes it needed the changes. if it was exactly as it was in BFA, and the rest of the dungeon pool was as it is now, ML would be THE key of the season that would just be pushed 3/4/5 or more levels higher than any other. basically be the Junkyard of the season.

look man, theres nothing wrong with not liking mob design or certain dungeons, but ranting about how much BS it is, what i assume is IMMEDIATELY after depleting a ML key (no flame, im just assuming thats what made you come here to post this) isnt going to fix anything.

1 Like

nothing we say on here ever fixes anything, it jsut astounds me that they go out of their way when they bring back dungeons to make them keys (Even though this place has been a key 3 separate times now); to put as many annoying changes as possible to make them seem fresh.

And I’m sorry but one “gimme” dungeon a season is fine. This was supposed to be it…not Darkflame which honestly I"m shocked at how much they nerfed.

they believe that deep in their hearts, players want to play Just-Dance while doing their dps rotations.

it’s not a fighting game, it’s a freestyle dancing game with combat.

This is how Blizzard devs see us: https://www.youtube.com/watch?v=vD09_7kHPec

1 Like

i think you’re thinking of Workshop. far as i know, this is the only time ML has been brought back. and bringing back old dungeons IS the way of making it fresh. for 2 1/2 xpacs we had 8 dungeons per xpac that ran for 2 years, with an additional 2 being added for the second half of each. now each xpac gives us the same number of dungeons (more or less) in a single xpac. thats refreshing. i completely get it, that they dont always bring back good dungeons, and some of the changes they make to dungeons are pretty unfun. but i think youre really picking apart the least offensive mechanics theyve added (most of what u mentioned wasnt even added, its from the OG ML)

from a weekly no leaver vault key perspective, sure. but for the overall health of a season, no. thats terrible. 1 dungeon being multiple key levels easier than all the others, makes them all seem comparatively harder and less fun.

Starlord energy right here.

2 Likes

i mean…he’s not wrong :smiley:
I found a different route in ML that reduces the amoutn of mechs and annoying trash pulls, i’ll stick to that as it works.

Also, will be bringing rogues on my keys for this and/or invisi pots. FTP.

DFC is the gimme this season
last season it was Mists and then it became Ara-Kara. There’s always a gimme.

The only floor mechanic that’s particularly hard in Motherlode is from the drills.

I feel Rookery aside from a few trash pulls is pretty easy

2 Likes

I find Rookery, Darkflame, and Motherlode to be the easiest this season.