Mythic 0 tuning

Just wondering what people’s opinion is on the tuning for mythic 0’s. Too easy, so-so, just right, kinda hard, holy **** super overtuned?

3 Likes

Too big of a leap from heroics, seeing so many 1 shot boss mechanics is boring. Tanks still overpulling.

13 Likes

I was in a 0 Necro Wake. It hit HARD. I will not be running any Mythics till Blizz does something. I can stay alive but being the last one alive does nothing for the group.

2 Likes

Stonevault is the only one I felt to be outrageously overtuned with the first 2 bosses.

Its weird how they’ve set things up. The party will be just chilling taking no damage until mechanic happens and then its “holy **** you’re gonna die heal heal heal” and then back to nothing happening

Everything freakin one taps you too so yeah, SUPER happy about that

Took 6+ million unavoidable damage through astral shift in .4 seconds because the tank didn’t split the last pull of stonevault. Yeah you’re probably not supposed to pull it together but should it really be hitting that hard in an M0? I don’t really think so.

8 Likes

Seems doable so far…

It’s definitely significantly harder than DF mythic zero’s though by a mile or two and I would refuse to take anybody undergeared this time around.

1 Like

They’re a bit overtuned. And as a healer playing with a group of people where likely 3 out of the 5 don’t know the fights is insanity!!! I know it’ll get better but honestly some of the mechanics of these boss fights are a bit much, even if everyone knew the mechanics.

7 Likes

Considering people are learning the new dungeons and experiencing the Mythic difficulty mechanics for the first time it’s not really that over tuned. There are some spots that are, but large scope not really. We are missing mechanical knowledge which is the biggest factor, tier set, and tanks still figuring out proper routes/pull sizes. Even still, I was able to triple/quad pull most of the time without wipes or deaths.

The main thing I would like them to look into is the trash ability/spell CDs. Not really the chain casting ones, but the spells like fear which recast too soon after being interrupted.

The only boss my pugs struggled with were the duo boss in Stonevault and the last boss of Ara. Everything else went down in the first go which includes Mist, Stonevault, Dawnbreaker, Ara, and Threads.

4 Likes

Necrotic wake second boss is a bit overtuned. Stone vault is ok if you do mechanics. Mists second boss is also annoyingly overtuned, but not terribly so, just makes the fight extra annoying. I think its not so bad as DF s1 tbh, although DF s1 had better dungeons. Most of whats on offer in TWW is pure garbage.

1 Like

Way overtuned, there is no reason they should be as difficult as they are. It feels like they are difficult just for difficulty sake and to stifle gear progression.

3 Likes

well that’s encouraging, it’s the only one i’ve done so far and it felt fine :dracthyr_shrug:

? Stonevault is probably the most forgiving I’ve ran so far.

1 Like

Considering we’re still mostly in adventurer/vet gear, I’d say they feel fine so far. I don’t doubt some of them are probably over tuned though.

Ran all 8 M0’s last night with my guild, the only issue we had was the last boss in Ara-Kara…but thats about it. Tuning seems fine if you are at least 580+.

3 Likes

Haven’t gotten to them yet but mildly curious. It’s like 50/50 for first M0/M+ runs of an expac that folks are overreacting because it’s the least gear they’ll have going into fresh mythics for the duration of the expansion, and Blizzard figuring out their tuning and scaling for a new cycle of dungeons and affixes.

Grim Batol seriously needs to be tuned, especially since it’s going to be in the M+ rotation or else I foresee this being the dungeon that most people reroll off of.

Our group was doing really well in all of the other 4 dungeons we did last night at mythic difficulty. I was in a group that consistently hit 2.5k-3k average rating throughout DF (and yes, myself included).

I am not joking when I said that Grim Batol took us over an hour. We were constantly wiping on add packs alone due to the amount of 1 second, uninterruptible, spamming (aka gripping/shifting their movement just causes them to instantly recast once they stop moving) casts that either give a massive debuff (ie the heal absorb curse from the warlocks that can’t be dispelled) to the shamans that ascend and pulse heavy unavoidable aoe damage at 50% health. We wiped once on Throngus and that is because he began spawning invisible fire pools on the staircase down from the entrance.

We wiped 7 or 8 times on Drahga, including lusting on the 2nd phase, despite us knowing the new mechanics and quickly adapting to them. Drahga by far is the largest reason why that run was over an hour. There are simply way too many fire tornadoes that spawn and are permanently on the ground. pair that with the knockback in a small area and adds that u cannot touch if ur being fixated, it’s an absolute pain in the keester for not even being the final boss.

Speaking of, we were worried about what Erudax, the actual final boss, would be. And wow were we shocked when we downed him in a single pull.

What I do not enjoy this expansion is how many of the bosses just immediately appear and aggro upon finishing the last trash pack or that they’re wandering. It’s going to make pugging an absolute nightmare this expansion if this is how it is without any adjustments being made. The perfect example is me bringing up Throngus from GB once again.
I do not know how devs expect players to be moving around the room without him being aggro’d when he’s patrolling both ends and there are elite packs scattered throughout the entire area. ESPECIALLY since one of the mechanics is a constantly (but slowly) expanding fire pool that likely will be overtaking much of the room in higher keys. He either needs to be made static or the elite packs are momentarily disappeared or run out of the room until he is killed otherwise it is highly likely that even experienced push groups will be pulling these packs on accident.

Slightly smaller complaint but still rather valid is that there are So. Many. Stairs. in these dungeons that cut off LoS for healers and casters to PC’s or mobs.

I understand why blizz wants to make mythic dungeons more difficult. Truly, I do. But a major part of why M0’s felt “easy” was because people were simply having geared friends and guildmates clear them through the dungeons. Obviously if there’s a geared character running a “lower difficulty”, it’s going to feel way easier by comparison to running keys.

GB was the most egregious example, but I feel like the others were moderately decent.

3 Likes

The Grim Batol last boss is going to be a problem if his model keeps covering the tentacles on the ground that you need to dodge as the circle of safety shrinks and people need to spread for the three swirls.

Stonevault’s 2nd boss does way too much aoe damage for healers, and the first boss will be deleting tanks in Tyrannical.

That’s about it for me.

1 Like

Don’t forget about the trash before first boss that can easily chain cc a fear for 6+ seconds if multiple packs are pulled and you miss the first interrupt.

1 Like

that’s people not doing mechanics. his damage pulse increases the longer his shell is up. you have to break the shell by damaging it. picking up the buff orbs gives you a huge damage increase to the shell.

1 Like

I did a world tour with 2 of my dps friends and I healed (We are 585+) with a decent tank who kind of knew most of the dungeons. Ezpz clear in about 3 hours. However, I am an extremely good healer and I had a somewhat cautious tank pulling with my dps friends blasting 700k-900k ST and 3 mil on trash. I say all of this to really EMPHASIZE a lot of variables go into play when you do group content. You can’t simply say this dungeon sucked or this boss sucked etc.
Overall we did every dungeon easily besides of course the infamous last boss in Siege of Boralus which has always been a pain in the butt since BFA. However we still one shot it.
Take this comment as you will. Cheers