You don’t even want to do raids because raid rewards suck for the massive time sinkhole they are.
The only remotely rewarding content so far is delves. You get a guaranteed piece of champion gear plus your choice of hero track gear for 8 20 minute runs. And with maps, occasionally even more hero track gear.
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Rather it be lengthy so I can roast the living daylights out of these dungeons than too short and leave out some crucial details.
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My group just got out of a bricked +5 GB that we had lowered from a 6.
The fact that we spent nearly an hour and a half in a +5 when all of us are doing competitive dps/hps in heroic Nerubar for a vault slot that is lower than a +8 delve , which is miles easier by comparison, is one of the biggest jokes of this expansion.
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Fully agree with this feedback. The most pressing and general issues for me were laid out at the beginning of the post:
- Challenger’s Peril. Delete this. There is no excuse to have something this toxic in the game.
- Interrupts and stops. The change to stops has failed and caused more dependence on stops than ever because of friction with interrupts for uncoordinated groups.
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A great practical case for changes to be made. I was mulling writing a more philsophical treatise but this does the trick… for now.
However, the odds even a fraction of the suggestions or changes being taken up here are slim to nil. I say this not because of a support for the current state- it’s abysmal- but in recognition of the rule of unintended consequences of Blizzard’s changes and a muddling of the target audiences.
Much of this season’s keystone changes eem to reflect Blizzard’s perception of preferences of MDI style tactics and strategies promulgated by MDI caliber players. Then they apply this scheme to the entire game.
They failed to consider at least three things here:
- MDI and top key pushers run in set teams, the average pug is no comparison and even decent guilds may not have set teams ( I count myself in this latter category).
- MDI has unlimited perfect gear options readily available. This is the most resolvable issue Blizzard did not consider because these keys are tuned for people for at least say 620 for a +10 key and doing it at 612 without 4 set or lower sees the difficulty rise quite much.
- Lastly, MDI for TGP and Time trials lets the players run a specific dungeon at a specific level with complete certainty. Like if the group wants to push Mists 10 then they can just keep running it back to back to back until they get it. On live you get one chance with your depletable keystone and if you fail you are axiomatically penalized to a lower level. Allowing players more agency in picking keys may go some way to resolve the issues the OP raised with regards to coordination and skill of a given group.
Unfortunately, as I remarked above, chances of substantive key change is low because of the impression the changes have landed as intended. I would really like to see the internal data on untimed versus timed keys. The notion of the removal of an affix in season is nearly unprecendented, the only thing close was the abrupt removal of seasonal affix in DF Season 2 after the horrible kiss curse of DF season 1. In sum, high failure rates will just be something to live with until…
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This is week one of the season. All the “must be made easier” spiel is comical (when comparing the player’s achievements in season one of Dragonflight.) And there’s an attempt to make m+ harder. (More in line with raid.)
For the speakers in stonevault, does the cube come from a set location? (Because it comes from one direction, meaning the other place is safe to traverse.)
There are two sides where the cube’s arrival won’t be a danger. Then the safe area is never the previous one that is safe.
Challenger’s peril is fine, 9s are timeable even with wipes.
Better than the absurdity of Galakrond’s Fall where three full wipes means you still time it on a 20.
I’ve timed 6 out of 8 on +10 and the rest are +8/9. I have run those 2 keys on +10s though.
Right now Grim Batol, City of Threads, Stone Vault, Siege of Boralus, and Necrotic Wake stand out the most in terms of difficulty.
Stitchfest in Necrotic Wake is just grossly overtuned in terms of the healing check. You have to rip out 1.5 mil hps for basically 1-2 minutes, triple spear, and pray. If you don’t kill them with 3 spears and wipe: the key is bricked.
The Grim Batol’s trash has a crazy heal absorb shield and the last boss has a nasty tank buster/adds that spawn. It’s more or less a 3-4 minute dance.
Siege of Boralus is mainly just the trash. There’s so much of it and you can butt pull easily. This is a dungeon where tanks live or die.
City of Threads has some of the hardest bosses imho. Orator requires precise group coordination, Fangs of the Queen is just flat out annoying for melee and their group damage kinda trucks, Coaglamation is the most mechanically complex boss and has a nasty AOE that requires coordinated group defensives to survive, and Grand Splicer is a 30s defensive check.
City of Threads is easily +3 key levels higher in terms of boss complexity and difficulty. Ara, Dawn, and Mists all have bosses with like 2-3 mechanics with very little AOE damage.
Stone Vault is just Skarmorak and Machinists that stand out. Skarmorak requires very precise group coordination for pugging to prevent the group from blowing up and the Machinists have a pretty dumb mechanic if you kill 1 of the bosses early the other one instantly starts doing AOE damage.
The way things are now: pretty much +14s and 15s are going to be title keys because the difficulty jumps up massively at +12.
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I’ve been doing keys on my DK as Frost and Blood. I agreed with them.
Grim Batol trash is insane, Twilight Warlocks cast uninterruptible curses and stunning them is completely pointless because they just instantly recast. The last boss is overturned, it has crazy tankbusters/adds that spawn. You want classes that can clear the tentacles otherwise it’s very oppressive space wise. DK is probably the only class that can clear the tentacles almost every time in a whole fight.
Stitchflesh is still overturned and you still need triple spears + lust.
Siege of Boralus is still an awful dungeon. The bosses in City of Threads need some form of nerfs, Splicer probably has the most problems.
Machinists have a bugged spell queueing. Machinists pulled a cube > cube in position > vent > cube explodes. That shouldn’t happen and that didn’t happen on PTR.
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To be blunt city of threads is a nightmare to do on high keys right now, just tried it on a 10 and the spam casts from the mobs was easily knocking out 70-80% of your health. In which similar to delves before they hotfixed them, you don’t have enough interrupts or CC to properly deal with them IMO. Followed by the bosses do an absurd amount of damage.
Overall this season so far has just been a royal mess, again I get that this has been the first week, but good god is the bulk of this simply inexcusable at this point. I literally groaned when I saw they were bringing back siege, and I hope they don’t ever bring back kings rest either. Both those dungeons are horrendously designed and tuned, which is the theme of these dungeons, minus dawnbreaker, mists, and ara kara. Their all poorly designed, over tuned raids honestly that need a serious tuning pass which so far doesn’t seem to be happening according to tomorrow’s hotfixes.
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Hopefully they are deleted entirely. Being either pushed or pulled for over half the dungeon nonstop is a miserable gameplay experience.
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Something non-tuning related and already mentioned that is insanely annoying is the purple on purple with more purple.
How many times now have we had this same problem, why do you keep insisting on doing colors in this way that makes it so hard to see anything?
Curious, what bricked it? I do not disagree that GB is miserable but I have been pugging it as a healer around that level and its been mostly fine.
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Very well said. There are a few dungeons that feel manageable with a coordinated group, or just really smart players, but even then one small mistakes and that’s your key. Best part is unless it’s +7 you’re probably not even going to get an upgrade if you finish it. Might get a few points, but who cares about 5-6 points? Not to mention if you want to upgrade your gear to match the higher keys, you have to do +9. So then it all just becomes a waiting game of people smashing keys until they can get some vault gear and try again.
There are so many mobs that just free cast, and knock-up, and knock-back, and god even with 20% haste it feels like I’m just not allowed to play the game in some dungeons. I’ve screwed up my rotation so much cuz I’m trying to make sure I Tyrant to maximize my uptime on demons and oh ho! Here comes the knock-up/swirlies! I can’t just wag my fingers at my demons and tell them to stick around for a few seconds either.
I gotta say my most hated dungeon atm is easily Siege. Granted, all those listed are also miserable, and you can post a Necrotic 7-10 and you’ll jumpscare most players. The chain pulls in Siege though are INFURIATING. We had a key bricked cuz for some reason we were just constantly hooked directly into slobberknocker or another aoe and boom party wiped. Can’t get out of the bad, if the mobs Scorpion you back into it.
Plus all the visual clutter is overwhelming. Especially in the smaller rooms/corridors which seem to just litter most of the dungeons. Looking at you Siege/SV. Hard enough to cast/dodge when I’m getting slammed by Earth Eles, but I gotta see the blue arrow below the group of mobs, + stop/kill the totems + avoid the aoe, and it’s just awful.
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Mists bosses can take longer than 4 min. And looking to Tred’ova, has too much hp, and after 40-50% trigger mechs faster, adds like 5 seconds after dodge anima and posion pools makes shorts time to dps the boss.
Almost like delves giving out free gear makes players feel a negative impact if they dislike the new content. Welcome to how people felt mythic plus impacted raiding.
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I’m actually growing on Delves in regards to soloing it, it’s stress free and having weekly vault heroic is fine. Not it being mythic is also completely fine for I doubt they could create a challenge solo wise that would make it worth dropping mythic vault.
I seen that chain pull in wipe simply because it was exactly the wrong moment and I also hate personally the knockback at last boss. Easily more infuriating than doing 1 million hps in another boss.
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Just did 950k hps as disc priest on stitchflesh and still wiped lmao. It shouldn’t be tuned around using every single weapon and lust or just dying to rot and bricking the key. We used 1 spear on Amarth and everything else on stitchflesh but if he goes back up on that platform it’s game over nothing can heal through it.
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It’s overtuned for sure, you shouldn’t need to have to save spears for the fight nor have anything aligned under the sun so you can “reliably” kill it. It’s stupid.
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Well good news the 09/23 hotfixes are in and? there are no tuning changes. surely tuning soon
Addressed an issue where Xal'atath's Bargain affixes can target players in unintended situations.
Mists of Tirna Scithe
Fixed an issue where the dungeon shortcuts required Dragon Isle Herbalism instead of Khaz Algar Herbalism.
Siege of Boralus
Addressed an issue where Heavy Ordnance triggered by adds can cause them to cast Iron Hook on Mythic difficulty.
Dread Captain Lockwood
Addressed an issue where Dread Captain Lockwood cannot be snared by some class spells.
Addressed an issue where players can get stuck in combat if the party is defeated during intermission.
The Dawnbreaker
Addressed an issue where Rasha'nan could parry.
The Necrotic Wake
Fixed an issue causing Xandria to animate incorrectly while throwing her Spear of Courage at Amarth.
The Stonevault
Skarmorak
If the boss becomes affected by Cosmic Ascension, they now longer cast a third Crystalline Smash in a cycle.
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I agree with pretty much all of this. I refuse to do GB again until something changes in there.
If I’m the only caster in siege fml I’m going to be kiting all boss fight and 10s is hard to fully ramp in. Pretty sure that’s the bomb stun time.
Ara-Kara the last boss is hard if people don’t think for sure. I personally hate the first boss more. Maybe I’m running with people that hate killing the spiderlings but I really hate that fight. If we wipe it’s on that one. The other two I have much less of an issue with.
Stone vault has a lot of very unforgiving mechanics and I really hate that. I want difficulty but I’m not perfect and I really hate the speakers.
The rest I honestly don’t mind. But I can see how some of it would be problematic for others. I will say as a dps I want my primary job to be dps. Secondary staying alive and third interrupting (preferable on bosses, not 2 of 6-8 mobs in a pack we pull). Instead my primary job is dodging stuff so I don’t die. Secondary is interrupting because trash will mess you up, and third is dps.
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