Mythic+ dungeon tuning with 11.0.7

Along with the 11.0.7 patch this week, we’ll make the following changes to encounters in Mythic+ dungeons to provide better parity across different specializations and reduce composition restrictions.

Dungeons

  • Ara-Kara, City of Echoes
    • Ki’katal the Harvester
      • Cultivated Poison periodic damage reduced by 10%.
  • City of Threads
    • Orator Krix’vizk
      • Subjugate shadow damage reduced by 20%.
    • Royal Venomshell
      • Venomous Spray periodic damage reduced by 25%.
  • Grim Batol
    • Twilight Flamerender
      • Shadowflame Slash initial damage reduced by 25%.
    • Molten Giant
      • Lava Fist damage reduced by 21%.
      • Lava Fist cooldown increased.
  • Mists of Tirna Scithe
    • Mistveil Guardian
      • Protector of the Mists damage buff reduced to 2% per stack (was 3%).
  • Siege of Boralus
    • Irontide Curseblade
      • Cursed Slash damage vulnerability reduced to 10% (was 15%).
  • The Stonevault
    • Void-Bound Despoiler
      • Shadow Claw cast time increased to 2.5 seconds (was 1 second).
      • Shadow Claw cooldown increased.
    • Curseheart Invader
      • Void Infection periodic damage reduced by 25%.
    • Master Machinists
      • Igneous Hammer damage reduced by 20%.

These changes are intended to address high-damage, frequently cast magical tank attacks as well as to non-magic dispel spells that require significant throughput increases if they cannot be removed.

9 Likes

good changes, big improvement for groups without a disc priest

So you guys put these changes in now with some half baked excuse about tank damage? Nobody is buying this. Late season tuning to try and save a season you guys absolutely buried. Hoping the patch brings participation back up? The core problems are still there. Do better.

16 Likes

Eh its something I guess

3 Likes

Thats not even the problem from this boss…EVERYTHING ONES SHOTS YOU on the lowest of keys for a very tiny mistake. Its tuned like a Cutting Edge boss from Tomb of Soakgares…

This boss is about 10x harder than the rest of the dungeon.

10 Likes

haha nerfy nerf time

What do you mean? This is tuning in a timely manner to preserve the integrity of the season. Decidedly smart tuning decisions from a developer team definitely not trying to salvage some degree of credibility.

1 Like

Those GB nerfs essentially make the slasher golum pull a non factor. Went from one of the toughest pulls to essentially nothing.

Seriously. I have more trouble on that boss, even on a +2, than I ever had on pre-nerf H Queen. The pull mechanic is too powerful for my survival hunter to get away more than once every couple minutes (aspect of the cheetah). The groups I’ve been in can handle the rest of the dungeon without much trouble, but once we get to that boss there’s always wipes and we don’t time the key even if we have 5 min left on the timer. It doesn’t matter what key level.

1 Like

Stop making mistakes. :upside_down_face:

3 Likes

they cant buff things, remembr? so everything has to start out overturned.

notice not a single buff on the list.

1 Like

Seems odd nearly all of these should have been increased damage and reduced cooldowns for the NPC bosses and baddies. Total miss here.

I’d rather you just buffed the actual tank specs so we don’t have to deal with this nonsense in season 2.

I know the Blizzard way is to never admit you made a mistake, but both the tank sustain nerfs and the AOE stop nerfs were bad decisions and need to be reverted ASAP.

8 Likes

Agreed. Ara kara is such a BS key. Even if first and second bosses are done right, third has a VERY high chance to kill timer. Its overloaded with mechanics.

6 Likes

Lol yea. It’s such a chaotic fight compared to the other 2 bosses. Has such higher damage with the ticking poison and there is so much movement. A full melee group guarantees atleast someone dieing.

Kind of the opposite of Stonevault where the first 3 bosses are harder and the last boss is a joke.

1 Like

Its a key killer for most low-medhigh rated key groups ive pugged and i refuse to heal it anymore. I cant control their movement.

1 Like

Forgot to remove challengers peril

10 Likes

I feel healers should be better equipped to deal with those, maybe bringing back more universal dispels and removing the cooldown on healer dispels would feel better when there’s so many high impact abilities like those today.

4 Likes

Can we upvote this? Like… a lot?

2 Likes

Whatever the highest keys were before, this maybe allows another +?