I’d say that M0 can be difficult in some cases.
Tanks are a huge issue right now. Tanks are trying to mass pull like it’s a Heroic 5-man, even though that strat was already causing problems in some heroic 5-mans… Then the tanks are dying due to simply taking too much damage and/or aren’t holding aggro properly during their big pulls.
Again, it’s not that tanks are too hard to heal; they aren’t. The times when I wasn’t able to keep the tank healed and the group wiped, you would see like 15+ mobs reset. There is no reason why a Tank should be trying to pull 15+ trash mobs at the same time in fresh content when people are still in bad gear…
Other than that, there are absolutely some overtuned bosses. Too many one-shot mechanics (even taking the bad gear into account). Too many mechanics that aren’t even close to obvious and require you to study a video just to understand what the AI the blizzard devs used was thinking when it created that boss fight.
They’re harder than they were in DF season 1 but they are doable, some are pure mechanics, others are plain annoying.
Grim Batol will be hilarious the higher the key level.
Last boss in echoes is p funny. the poison orbs hit you if you move toward the ones that just left your body (like to dodge another coming off someone else), the swirlies right behind the big suck give a very narrow/rng type window to cc your blood before you pop, and as a monk, you can’t use bird before the big suck because it makes you immune to roots (granted, you can do monk teleport if you time it right but still).
Very busy fight, very hostile to melee, but should be fun enough once folks get the mechanics.
TANKS OVER PULLING? WHERE?!?!??!?!? ALL TANKS IVE GOTTEN GET BLEEPED BY BOSSES. My goodness!
I think they’ve turned Mythic dungeons into mythic raids. Zero forgiveness. Personally I liked the old way where it was all a dps check with a slight check on heals. But if you stood in something once you wouldn’t die. Just couldn’t do it all the time.
I was shocked that my hp is constantly taking low level damage and if I get hit by one actual mechanic it will absolutely kill me. Mind you I played priest and mage. Priest felt better but holy hell. I really miss the days before Ion started his war on mythic plus and casuals. I don’t want to mythic raid and I hate that mythic dungeons feel like the same. There’s literally always something to be dodging, interrupting or mechanic to address. If you miss them you die. If someone else misses an interrupt while you’re on cd someone will randomly die.
If this is the way WOW M+ scene is going to be moving forward I just won’t find it fun, and there’s not much else. Delves are Torghast 0.5 and that’s not a compliment. Raids seem like I spend more time dodging stuff than damaging. I really feel like a frog dumped in boiling water having last raided and done m+ seriously in castle nathria. Is this really what everyone enjoys now? I’m not expecting patchwork but fml, I’d like dps to be my primary job not dodging stuff.
4 Likes
Dunno why you complain. M0 were not that hard.
Was able to find a group that could handle a zero. We did three back too back, completed all three. It was a slog for sure.
This is what happens when rating is handed out for free. People think they’re good.
KSH missing:
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M0 is a bit inconsistent on the difficulty. Some dungeons like Grim Batol have way harder healing checks than Mists and Necrotic Wake.
The last bosses on both Cities is pretty rough. Echoes is literally just non-stop AOE damage on the group from start to finish.
You quickly outgear the dungeons though. It’s hard at 575-580 iLvl, but once you’re at 600+ it starts feeling like heroic again. Threads has the dumb mechanic with the poison balls and needing to jump in soaks or you get one shot.
Yeah that got me the first time I ran it. Didn’t even know what I stepped on cuz I couldn’t see it.
I’m currently worried about how some of those are gonna look like next week. Ara last boss for example has way too much stuff happening and half of it is a one shot… On a zero. I did with an all melee group and someone was basically exclusively in charge of tagging runners and killing bloods. On a zero that was fine, but that’s not a dungeon that’s gonna stay a zero. How is this boss gonna scale up?
3 Likes
You also have to do mechanics. I’m personally guilty of messing up the line on the last boss in The Dawnbreaker as well as some people unclear on how to chase down the boss during the intermission phase.
Pretty easy overall, im just happy theres atleast something that is interesting in tgis xpac finally instead of afk quests and heroic dungeons.
It felt a lot like a TBC heroic. or a Cataclysm heroic.
DK in Grim Batol grips adds. We all explode. he goes “oh”. we kill next pull.
Hahaha. I mean, “grip add” is usually a good instinct lol
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My perspective is from playing all 3 roles across maybe 10 specs for all the current Mythic 0’s a handful of times.
I think they’re kinda hit and miss on tuning. We don’t have any Underrot levels of simple, but we also don’t have any Tol Dagor’s.
I’d say it’s lukewarm at the coldest and mildly uncomfortable at the highest.
I’m curious to see how M+ pulls around for these. I do like more complex content, but we’re currently in a situation where gear > player skill. If we can get the gear under control and put more power back into the class itself when played correctly, I think we’ll be okay.
I’ve always been a fan of more difficult content that we can grow into rather than hammer-fist nerfing everything week 2 and having 25+ be the normal for pugs like we had in DF.
If you trivialize the content early on, then it’ll trivialize the achievement of doing it later on in the expansion.
That’s just my take.
As a healer (Holy Priest), I find the M0 dungeon difficulty to be mixed. I’ve had terrible experiences mostly due to tanks over pulling trash, or tanks not paying attention to chat when I say “MANA” and pull a boss when I have 30% of it. I did have an incredible experience on Dawnbreaker, only because everyone did mechanics and the fights were quite swift. I think the difficulty difference lies between a tank with an ego, no butt-pulling, or a party knows the dungeon and executes every aspect of it without flaw.
I’m hopeful S1 will be enjoyable once I get adequately geared and know each dungeon well.
Did a round a m0s today with guildies. Only one we ran into an issue with was Grim Batol, the last boss.
Erudax’s model will cover the tentacles you are trying to dodge during his shadow gale phase. On top of having to spread out the small circle mechanic, this just made it difficult for groups to survive the phase. If you cut the number of tentacles in half and make it more clear where his shadow gale is collapsing to (like it used to), that would make the fight more doable.
You can tell where it’s going to end up within the first seconds of the mechanic starting.
2 Likes
Listen, this is not on the tank. The tanks preemptively pull big because then some pissy DPS will pull for you if you dare pull a single pack.
I’ve gone through the pains of doing single pack pulls on Grim Batol or Siege of Boralus because trash slaps hard, or I paralized the most dangerous elite to isolate from a pull, and some retribution paladin or demonhunter or warrior will promptly break CC or throw his crap at another pack on purpose.
It’s not just tanks in this game. It’s the players in general.
In Grim Batol I start kiting mobs back to not aggro the second boss and DPS will just stand back there and aggro him anyways.
In Boralus the mage will clip the Sea Giant boss with an arcane orb stray if he doesn’t aggro another pack of trash for the third time.