Stratholme M+?

I know Blizzard said older dungeons were outdated. But I think a mythic plus dungeon attuned to Stratholme Live and Stratholme Dead would be super awesome. A key socket could be at the side entrance as well as the main entrance for inserting keys. The dungeon is relatively open, so quaking and sanguine wouldn’t be super ridiculous. What do y’all think?

If you could pick dungeons from previous expansions dating past WoD, which ones would you pick?

3 Likes

See that I would love. Sunken Temple pre nerf mythic would also be fun. I would say black rock depths pre nerf but clearing that whole place takes a long time and I do not know if people would be up for the whole thing, especially with optional bosses. Man that was such a good dungeon.

2 Likes

BRD and Stratholme on M+ would be so much fun!

2 Likes

Careful what you wish for. The mechanics are way too easy and they would re-design the bosses to be challenging.

Vanilla, BC, wrath and cata dungeons are not designed with time challenges in mind and porting any of them to modern dungeon standards would require some effort.

Since Blizzard is well known for doing things with the least amount of effort involved (See the playable dragons), I can safely assure you that no pre-MoP dungeon will ever get a m+ version.

M+ forge of souls/pit of saron/halls anyone?

1 Like

Classic M+ wouldn’t work unless they overhauled every ability and make it 100x harder. If you notice the ones they picked that were older than BFA are an already redesigned Kara from Legion and two WOD dungeons that already had mechanics they could crank up. If they did a simple classic dungeon it would be entirely different.

They could do Deadmines, SFK, ZG, etc.

M+ old hillsbrad where the hardest boss is stupid thrall

Stratholme could be cool but it’s one of those dungeons where if you’re not careful you’ll wipe fast on trash.

Two types of nerubians, one webs you in place and slows melee attacks not a big deal.

Other nerubians webs you in place and silence you for like 5-6 seconds, really rough for a paladin tank or if a paladin healer is in melee and doesn’t know what’s about to happen.

Necromancers, higher melee damage than you’d think and have a life drain that also quickly drains all of your mana if not stopped.

Multiple gargoyle patrols, some melee some ranged, have to pull carefully and not to lose patience so a gargoyle doesn’t fly in from behind on your back line or pull nearby trash.

Nerub’enkan - hard hitting boss, summons scarabs, webs tank in place and drops threat, can be taunted back to attack tank. Easy fight now that taunts don’t require melee range.

Baroness Anastari - curses melee to reduce chance to hit greatly, silences targets with a different curse, most damage is shadow damage. Controls random player and causes them to gain more health and do 100% more damage. Could still be an interesting fight because of her design.

Maleki the Pallid - Frost armor, frost bolt, Drain life and frost tomb that usually stuns tank for 6 seconds, very easy boss unless made to be incredibly overtuned.

Magistrate Barthilas - Crowd pummel strikes nearby enemies for melee damage + bonus damage and a chance to interrupt casts, Might Blow, throws his target a great distance, may knock you into a group of trash, draining blow, steals health from target, Furious Anger, becomes increasingly angry during fight becoming more dangerous as the fight progresses.

Ramstein - hits very hard, will stun tank and knock him back and then switch to another target while tank is stunned and uses trample to hit multiple players also has flurry to hit his target multiple times quickly, that’s it, he’s a miniature Patchwerk and is straightforward, just hits very hard and may kill a DPS before tank gets threat back. Upon death many trash mobs spawn from nearby gate to attack you right away.

Baron Rivendare - cleaves, Mortal strikes, Shadow bolts, Unholy Aura causing damage to anyone around him, ranged can avoid it, summons skeletons and will sacrifice them if they aren’t destroyed to regain a large chunk of life. Could be a challenge with his mortal strike that’s uncommon nowadays and depending on how much dps is needed to kill his skeletons.

Abominations before slaughterhouse hit harder than all other trash, tank should not pull more than he can handle and group keep in mind that some begin to wander toward the locked entrance, larger aggro radius than other NPCs.

Eyes of Naxxramas, spawn repeatedly throughout the dungeon and summon gargoyles if not killed, may pull other trash mobs, very fragile.

Could be a fun and moderately challenging dungeon, mostly depending on if your tank and healer know the basics, experienced players shouldn’t have much of a problem.

1 Like

I would love it, furthermore I’d like the Scarlet Dungeons done too.

Given how much sentiment there is for these dungeons wouldn’t be surprised if they eventually found their way back into current content.

Some of them could work. I could see the new SM dungeons working really well.

Though maybe those count as MOP?

1 Like

I do believe they would count as MoP dungeons, since they were designed with Challenge Mode in mind.

Full clear brd. 1 hr timer lessgo.

I think some of the Cata dungeons would work great for mythic+ most have reasonably difficult bosses, some might need an additional mechanic, the trash isn’t just tank and spank. It wouldn’t take much to bring Cata dungeons up to par.

MoP dungeons were ridiculously easy in comparison barring SPM if people didn’t purify, or missed the skip.