Hey everyone,
This is a forum thread addressing the recent video/stream w/ Max, Dorki, Growl and Dratnos. The reason I’m making this thread is because I want to push back quite strongly against a lot of the comments made against some of the dungeons they voted as “top 10 worst” and give a different perspective so that WoW devs aren’t locked into only the streamer’s opinions (which for this topic, I disagree with a lot of what was said).
For those who don’t know what I’m talking about, here’s the stream in question:
https://www.youtube.com/watch?v=00qqc81Cr5Q&t=0s
Before we get into this, here’s some background about me, so you can have perspective. The reason I’m putting this here is because a lot of the comments that also disagreed with Max, Dorki, Growl and Dratnos were dismissed as “key too low” or “casual M+ opinions”.
Allow me to provide some context on my own experience, since I do not believe that I fit into this “key too low” category. Certainly, I have not gotten title, but I have previously missed title range by less than 20 points (S2 of DF), which put me in the top 0.1-0.2% of M+ players. Note: I am not showing off, I am using this to state that I disagree with these streamers and it is not because I am “a casual” or that my keys are “too low”.
Stats about Me (Brainard)
- Specs played: Arcane Main (almost exclusively playing Arcane)
- Started playing in S4 of BfA (raid only, turbo casual)
- Shadowlands:
- Season 1: did not push (still turbo casual at this point)
- Season 2: did not push (still turbo casual at this point)
- Season 3: Finished top 10 Arcane Mage World in S3 / US 3rd (3547 io; pushing +25/26 keys)
- Season 4: did not push; took a break because Shadowlands was dead at this point
- Dragonflight:
- Season 1: did not push
- Season 2: Finished top 19 Arcane Mage World in S2 / US 6th (3540 io, pushing +27/28 keys)
- Season 3: Finished top 19 Arcane Mage World in S3 / US 8th (3586 io; pushing +27/28 keys)
- Season 4: not planning on pushing (playing MoP remix mainly)
Note: because I did not play in Legion or in BfA (outside of S4, where I didn’t do any significant amount of M+), I will not have an opinion of BfA and Legion dungeons that were thought of as “bad”, which seems to include Tol Dagor, Siege of Boralus, King’s Rest and others.
Controversial Takes From That Stream
Click here to see some of the controversial takes from that stream
The most inflammatory take from that stream (for me at least) was that they hate dungeons that have “gimmick” mechanics that kill mobs for you (i.e. chains from Neltharus, weapons/Goliath Orbs from Necrotic Wake, spotters from Siege of Boralus (although I never did this dungeon), Exploding bugs from Plaguefall.
The argument that they are making boils down to: the mobs are dying due to something happen in the dungeon that is killing your enemies, but not by your actual damage/performance, which feels bad because it feels like you are playing the dungeon more than playing your character.
I want to push back heavily against this take by giving a different perspective on the issue. Mechanics that kill dungeon mobs more efficiently than players do serve several purposes:
- They allow certain difficult parts of the dungeons to be dealt with more easily (i.e. Hunters with the giga bleed in Neltharus mass-dying to chains, giant first big pull in Necrotic Wake)
- Having giant pulls where the damage comes from dungeon elements rather than your character prioritizes your defensive usage, not offensive usage. The reason you normally cannot pull all those Hunters in Neltharus isn’t because players don’t have the damage; it’s because they will kill everyone within 20 seconds if they aren’t dead by that time.
- Having such a large amount of damage come from your dungeon elements rather than players equalizes the playing field for that one dungeon. You could run specs that were traditionally seen as “bad” in S2 of DF in Neltharus and still time with significantly more ease than other dungeons (i.e. Uldaman or VP). Why? Because chains did way more damage than an Aug/Shadow Priest/Fire Mage ever could in those massive AoE packs. This allows under-represented specs to perform well in this dungeon, and quickly became a fan-favorite among pugs (like me) for that reason.
- Note: Unlike what Max, Dorki, Growl and Dratnos were saying: these 3 points hold true at ALL levels of ladder; including +28s (which I did in S2), and I wager they hold true at levels beyond that as well.
- I firmly believe that Neltharus (post-chains nerf) is now in a significantly worse and less fun spot that it was before, with those damn Hunters one-shotting people without permanent defensives like mages and Shadow Priest. The reason for this entire thread is to prevent something like this from happening again (i.e. Necrotic Wake; do not listen to these people in isolation Blizzard, they do not speak for the M+ community as whole).
The Most Egregious Takes: The Comparisons
Click here to see some of the most egregious takes from that stream
In the short time I have been playing WoW (since S4 of BfA, M+ since S1 of SL), there have been some egregious dungeons (I’ll make my own list below). However, the most insulting thing from that video was seeing some of these comparisons:
- Dratnos’ list: Necrotic Wake being ranked worse than Uldaman (which I would rank top 3 worst dungeons of all time). Absolute madness of a take.
- Dorki, Dratnos, Growl’s list: Spires of Ascension being ranked the worst dungeon of all time, worse than Theater of Pain, worse than Vortex Pinnacle, worse than Uldaman. I didn’t like Spires all that much, but there is no universe where I would rather go into a +28 Uldaman or VP over a +28 Spires. Absolute madness.
- Dorki’s list: Court of Stars ranked #9 worse dungeon. Need I say more?
- Max, Dartnos, Dorki, Growl’s list: Barely mentioning how catastrophic Theater of Pain was, from locking you in (mobs literally being split platform to platform or in seperate wings; you could not chain pull large pulls outside of the 1st pull in Abom wing), the SUPER tight timer with 30 seconds of RP right at the end when the timer matters most (similar to Halls of Valor with God-King Skovald’s speech), the RNG of the mini-bosses in the Xav wing (some being SIGNIFICANTLY easier than the other), etc. This dungeon was #7 worse on Dorki’s list, #8 on Growl’s list; not even mentioned by Max or Dratnos.
- Neltharus Post-Chains Nerf: Among everyone I play with, we unanimously think that Neltharus is now significantly worse with the nerfed chains compared to the old chains. This is clearly a by-product of Blizzard listening to Max’s stream, and is the reason for why I’m making this post today. This was such a bad change, and I can’t blame Blizzard for it since they were listening to their community (streamers).
My List of Top 10 Worst M+ Dungeons
Here is my list of top 10 worst dungeons. Note that I did not play in Legion (started in S4 of BfA) and did not do M+ in BfA, so I truly don’t know how Shrine of the Storms and Siege of Boralus were.
1. Vortex Pinnacle
- Explanation: The only pinnacle here is the pinnacle of disappointment. The dungeon started with these giant shield mobs that you couldn’t hit for 60% of their uptime due to the frontal shield and giant AoE circle they would do that you had to get out of. The dragon mobs hit crazy hard with their giga-DoT. The dungeon was extremely linear, with only ~3 different possible routes available, and the last boss suffered from the same problem as the last boss of Brackenhide: infinitely respawning adds that you MUST focus or you will die. This dungeon actively made Season 2 worse, all the way up to +27/28 (the keys I did in S2) and probably beyond.
2. Theater of Pain
- Explanation: This dungeon was an atrocity. The dungeon was super tight on time, had 5 bosses, Xav’s jump would almost one-shot clothies and the duel mechanic was a giant waste of time, the lich boss was bugged for mages where if you invis’d sometimes your soul wouldn’t get trapped by the hands and you would die. There was ~30 seconds of RP right before the last boss that you were begging to fight as quickly as possible due to the tight timer. In addition, the mobs were completely split by platforms or wings so the only pulls you could combine were the first 2 in the Abom wing and the 1st pull into 1st boss. Also, there was a captain mob that reduced AoE damage dealt to archers which would destroy your clothies and healer that required a Blood DK to do high keys with (to MC the captain). Not every group had a blood DK; ask me how I know.
3. Uldaman: Legacy of Turds
- Explanation: This place was so bad it killed one of my push groups early in S2. Bromach’s totem hits way too hard, the three Dwarves’s shield throw ability would one shot clothies on +28 tyrannical if not topped off (i.e. if one of the other dwarves decided to shoot you randomly), the fourth boss phased so quickly into immunity mode and the snakes before the third boss would demolish a tank so quickly; I’ve seen bears die through incarn on those things, something I never thought possible. Timer is extremely tight and last boss AoE knockback hits super hard, especially if you just used a defensive to survive the DoT and didn’t have a Priest and Mass Dispell your group. Terrible dungeon; I would much rather take pre-nerf Halls of Infusion over this place, any day of the week.
4. Temple of the Jade Serpent
- Explanation: Requiring a lock for double dispell to survive a boss should be banned, permanently. Theater of Pain had a similar problem on high Tyrannical with the Lich boss’ DoT, but this was required much earlier than in S3 of SL’s ToP. The LoS water elementals at the beginning also felt really bad, the second boss was extremely inconvenient having to swap from one to the other (especially for Arcane since my ramp up took longer than the swap timer) and the trash in front of the 3rd and 4th boss would somehow demolish tanks like I’ve never seen. There was one ability cast by Minion of Doubt called “Dark Claw” which would just destroy tanks harder than any boss I’ve ever seen. Worse dungeon in S1 of DF by far.
5. Halls of Valor
- Explanation: It’s insane to me that this dungeon was one of Max’s favorite. Hyrja was such a garbage fight that required you to have a healer that knew what they were doing, otherwise you were dead after you ran out of defensives (after the first storm). Fenryr’s bleed paired with the AoE soak you had to do (Claw Frenzy) would one shot clothies if you weren’t topped up and the fixate + interrupt made some casters unable to do consistent damage in the best of scenarios. God-King Skovald is a meme time-waster boss fight and Odyn’s rune crap on high Tyrannical would kill you in 2 seconds without a defensive if you didn’t find your rune in time. Just one bad boss after the other. The RP at the end of the dungeon (Skovald’s presidential speech) was also so annoying Blizzard had to nerf it (should do the same for Theater of Pain tbh). Also, Stormforged Sentinels were there, which birthed the Inspiring affix; you have to take points off for that one.
6. Darkheart Thicket
- Explanation: The second boss would destroy the tanks through immunities at the start of the season. The Tainheart Stalker would always jump to someone and one-shot two people on Entangling week since people would try to get out of Entangling and be in range of their jumps. Lastly, Shade of Xavius was such a high movement fight for range near the end, makes it so hard for Arcane if your group sucks. Also the cat bleeds birthed the Grevious affix; you have to lose points for that.
7. Karazhan (both upper and lower)
- Explanation: It’s one shot city, everywhere, all at once. This dungeon was praised by Max for being non-linear, except that I got lost like holy hell. I never released in that place; not because I didn’t want to run back but because I would keep getting lost. Also, Medivh’s fight was the #1 pug killer in the world. Having a Havoc DH get the flame circle that you can’t leave otherwise you kill your whole group is the easiest way to end a key. By the way: that flame circle’s giga DoT went through immunities, including Ice Block. Ask me how I know. I still don’t know how the horseman fight works and Moroes was impossible to see that giant one-shot frontal that one of the adds would do (Blizzard had to create a new animation just for S4 of DF for that one ability).
8. Mechagon Workshop
- Explanation: Now I’m getting into the area where I don’t think these dungeons are that catastrophic; just not great. I didn’t play in Legion or do M+ in BfA, so I don’t really have 10 “worse dungeons ever”; most are ok, Mechagon’s biggest problem was the 3rd boss with all the crap that was happening at the same time, the fact that the 1st trash pull was safest when done with only the tank using the hammers and linearity of the dungeon, with very little pull diversity (similar to VP in this regard, although VP was much worst imo).
9. Shadowmoon Burial Grounds
- Explanation: This dungeon was just boring, especially the third boss, and the last boss was really buggy (sometimes the purple wall would kill you even when you are clearly in the safe zone. Also, the last boss was hard for ranges that required being able to sit there and cast (i.e. Arcane). Getting that laser to hit you when you put down your run was really bad.
10. Mists of Tirna Scithe (on high tyrannical only; fun on Fort weeks)
- Explanation: This is just due to the sheer number of tyrannical MoTS keys I broke on that first boss. On high tyrannical, the only difficulty is that first boss. If you get past him within ~5 minutes, you time the key. If not, gg and reroll. Also the AoE undodgeable fear is really annoying to deal with without tremor totem.