One Week of TWW M+ — An EXTREMELY Comprehensive Feedback Thread

Did +9 SV, and I think they broke the boss. The safe area never moved.

Timed a 5 with a +2 earlier in the day without issues. Few deaths in the run. From my experience Boralus is hit/miss depending on group.

Every single melee in the game has the ability to cross that distance in a fraction of a second. Insane to complain about needing to press an extra button.

With some overlaps that could happen on this fight doing this really, really wasn’t as easy as you make it sound.

Your Ret Paladin and non-Rider Frost DK (which is most of them, because Deathbringer is just better) really couldn’t close that gap if Brokk goes to the opposite end of the room.

But, again, this is mostly a non-issue now that it has a longer cast time.

Yeah, the bug I described in that post was fixed by the time you ran it. Siege was HELLA banned at the time I originally posted that because of the affix.

I have to send my pet to attack her when she jumps on my lock and just not attack for those 3 seconds when it’s my turn.

For what it’s worth the interrupt/stop resetting casts was a change in DF, and then reverted in TWW.

For the vast majority of WoW’s life it didn’t work like it did in DF, that was a 1 off not TWW breaking new ground.

I’ve been playing DK, rider is better in M+ and the preferred M+ build due to better AoE / burst with very high uptime of DnD and much better mobility.

Many CCs are worthless because they are actively inting in the M+ group. For example, Sundering in Enhancement tree is a completely dead talent because someone will lose a kick, they get back up and start casting immediately. I haven’t pressed Blinding Sleet on mobs at all. It’s an awful change.

The feedback for new ball affix this week. There are situations where they will spawn and there’s nothing you can do to grab them and accept the boss will be buffed. If the tank slightly moves the mobs/bosses, that can end up juking the player trying to catch the balls and end up missing them. It visually blends in with some mechanics.

  • 2nd boss in Ara-Kara during the swarm phase and the affix spawn in the swarm.
  • Erudax in Grim Batol during circle phase and catch the affix, you gotta have immunity for that. But it visually blends with circle phase. You still want DK badly for Erudax because it’s the only class that completely immune to tentacles almost every circle phase.
  • 1st boss in Dawnbreaker, the boss spawn the pools then beam mechanics. It visually blends with mechanic overlaps.
  • 3rd boss in City of Thread, it visually blends with everything.
  • There’s more than that but you can see the problems.

It’s just so poorly implemented and Blizzard need to solve the problems with new ball affix.

3 Likes

There are also issues with numerous movement abilities on the actual Dawnbreaker ship itself. I’m most familiar with how it works with vengeful retreat. Like disengage (which is probably also bugged), VR is normally supposed to make you jump backwards quickly. But on the Dawnbreaker it sometimes sends you any other direction. This can easily get you killed on the first boss, as VR is part of havoc’s normal rotation. The bug seems to stop (or ive been lucky) when Rashanan lands on the ship.

I know evokers also have at least 1 or 2 bugged abilities in there, but i dont know which ones. I believe a mage said that alter time did not work properly either. There could be other class-specific bugs that I don’t know about.

Yep, last boss of Siege of Boralus is either still bugged or bugged again. Yesterday every run I saw the orbs spawned on land. This morning we’re back to orbs spawning in the water; you either sacrifice somebody to grab some of them, or you deal with a 10-stack buffed tentacle. Fun stuff!

It definitely has better mobility, but literally every one of the top 40 Frost DKs plays Deathbringer+BoS in keys. All of them.

I don’t know where you got this information from, but there are absolutely no statistics pointing to this being accurate.

Gonna say it, City of Threads is an overtuned abomination for any group that brings more than 1 melee.

The twin bosses and the last boss have way too much downtime for melee.

Also adding that the two lieutenant adds before the last boss have outrageous damage.

2 Likes

You can do the last two adds one at a time.

Forgemaster kept getting pulled from halfway across the whole room while we were clearing trash to the point where we had to pull a group and pull all the way back to the hallway where u come in so that when he did get pulled again we could force him to despawn.

Drahga was noticeably easier to deal with but we were also having issues with the warlock mobs double casting.

And finally, what had been maybe one or two pulls on erudax the previous week turned into about 5 or 6 pulls because of the shadow squall rng with tentacles but it didn’t matter at that point since there was only 2 minutes left on key at the first pull anyhow.