We plan to implement the following adjustment to Mythic+ dungeons with scheduled weekly maintenance on Tuesday, August 22.
M+ Dungeons
Above keystone level 20, each additional keystone level will now increase enemy health and damage by 8% (was 10%).
We’ve recently made and are currently making a number of adjustments to specs that were particularly powerful in Mythic+, and while we feel these changes will have the desired effect, we’ve also heard concerns that it may now be much more difficult to complete very high keys and achieve ratings that were previously within reach. We think this is a fair concern, so we’re making a temporary adjustment to the scaling of key levels above 20 in the hope that it provides players some space to continue competing for Mythic+ rating before the end of Season 2.
This change will remain in effect until Dragonflight Season 3 begins.
Interpretation: An M+27 right now will have the same mob hp and damage done of an M+28.6689 (rounded) with the update.
The formula for keys above 20 is: Take the old key level, subtract 20, and then divide that number by log base 1.10 of 1.08, and then add 20 again to get the equivalent level after the change is implemented.
Or, let y be the new key level and x be the old key level. Then, for keys above 20, y = ((x-20) * 1.23842113357) + 20
All this does is give those of us who enjoy challenges a bit higher of a number goal (not actual goal, as it’s the same scale as now), but allows the god comp to push the exact same exponential amount they can now higher than we can.
The nerfs to fm/hpal may help a bit, but it’s not enough to put dpriest into meta and open multiple spots, and fmage still brings a ton of safety and utility.
This may prove to be a minor fix, but it’s probably not enough to get back to where we were pre-Aug.
Not really unless they take away PI or nerf them ever further to the point any other comp in the game will outperform a PId mage in every scenario. For healers sure. Tanks ehhh bear will still be too good.
ok but what about actually tuning the dungeons. Actually looking at each specific mechanic and addressing the actual problems instead of this blanket brute force bandaid? What are dungeon devs actually working on?!? TUNE THE DUNGEONS
So no targeted nerfs to the dungeons meaning a priest is still required for literally half the dungeons and melee is still unplayable in a dungeon like brackenhide. It’s clear they are balancing from looking at a spreadsheet instead of whats actually going on in the game. This entire season should just be thrown in the garbage at this point.
We are small and weak so we have to be quick thinkers to stay alive! Composite fitness to dynamic environments and natural selection and what have you.
simply put the devs either dont have the time or dont care enough to balance m+ classes or the dungeons to make it competitive for the rest of the season. 2% nerfs to dungeons don’t deal with the underlying problem of dungeons like uldaman and so on that need a priest to actually time on the high end. so if your melee dps sucks to be you, and if your not playing god comp or mostly god comp dont bother with going for title cause its going to be hard if not impossible to compete with those keys in the first two weeks of god comps release