Season 2 Dungeon Adjustments Incoming - 19 August

During scheduled weekly maintenance in each region, we’ll make the following adjustments to dungeons:

Dungeons

  • The lockout for Mythic difficulty for Season 2 dungeons now resets daily.
  • The Blinding Vale
    • Thorny Saptor
      • Hunting Leap visibility of ground visual improved.
    • Ziekket
      • Lightbloom’s Essence periodic damage reduced by 25%.
  • Altar of Fangs
    • Added a way for players to return to the entrance from the chamber of Rav’i.
    • Hunting Leap visibility of ground visual improved.
  • Den of Nalorakk
    • Barrel of Apples are now interactable without requiring opposable thumbs. Nature finds a way.
    • Warding Incense
      • Increased Versatility buff to 5% (was 3%).
      • Now benefits all allies in the instance.
      • Now persists through death.
    • Sentinel of Winter
      • Rimeshatter soak area visual updated.
    • Spirit of Hunger
      • Insatiable Hunger debuff now limited to 5 stacks.
  • Kings’ Rest
    • The Council of Tribes
      • Encounter now ends immediately after defeating Zanazal the Wise.
    • Dazar, The First King
      • Impaling Spear ground visual updated to improve visibility.
    • Shadow of Zul
      • Dark Revelation now prefers non-tank players.
    • Ghostly Brute
      • Seismic Upheaval visual updated to improve visual clarity.
    • Honored Raptor
      • Hunting Leap visibility of ground visual improved.
  • Murder Row
    • Reduced required enemy forces to 655 (was 690).
    • Removed the creature pack of a Corrupted Warlock and two Wrathguard Flayers before Xathuux the Annihilator.
    • Cantina event
      • Five Star Review duration increased to 5 minutes (was 4 minutes).
      • Food Missiles now targets specific locations around the room.
    • Felmaster Lucsei
      • Blade Dance now has a 2 second cast time, and impact damage reduced by 10%.
  • Ruby Life Pools
    • Melidrussa Chillworn
      • Hailburst cast time increased to 3 seconds (was 2 seconds).
    • Kyrakka and Erkhart Stormvein
      • Flaming Embers
        • Reduced radius of each ember to 5 yards (was 7 yards).
        • Reduced amount of randomness in the spawn pattern.
      • Kyrakka no longer immediately begins casting after she lands for the final phase of the encounter, allowing for her to be repositioned
      • Increased the movement speed of Kyrakka after she lands for the final phase of the encounter
      • Addressed an issue where Kyrakka could melee attack unexpected targets after landing for the final phase
    • Flashfrost Chillweaver
      • Ice Shield precast visual visibility improved.
    • Earthbound Guardian
      • Multiple applications of the Earthbound’s Imprint debuff can no longer overlap.
  • Temple of Sethraliss
    • Avatar of Sethraliss
    • Developers’ notes: With the changes below, we’re reducing the amount of passive healing done to the boss via Cleansed Lifeforce to make player healing more impactful. Additionally, we are adjusting some mechanical tuning surrounding Corrupted Lifeforce to encourage more group participation in this mechanic. To counterbalance this adjustment, we’re providing more time for the group to handle this mechanic and also increasing its visibility within the Avatar’s chamber.
      • Corrupted Guardian
        • Corrupted Lifeforce time to soak increased to 6 seconds (was 4.5 seconds) and visibility improved.
      • Corruption
        • Reduced physical vulnerability to 250% (was 300%).
        • Increased periodic damage by 33%.
      • Tainted Strike
        • Reduced periodic damage by 50%.
        • Capped applications at 2.
        • Increased duration to 25 seconds.
      • Cleansed Lifeforce
        • The passive healing aura can no longer grow beyond 3 applications.
        • Slowed the tick rate of the passive healing to every 3 seconds (was every 2 seconds).
      • Faithless Tormentor
        • Reduced the size of the fixate visual over the head of the healer.
      • Essence Defiler
        • Defiling Taint is now displayed as a debuff on the Avatar’s unit frame.
      • Lightning Serpent
        • Multiple applications of the Lingering Storm debuff can no longer overlap.
  • Voidscar Arena
    • Proof of Mastery and Proof of Endurance are now buffs.
    • Aegyra the Unyielding
      • Champion’s Spear health reduced by 15%.
    • Raj’kess the Spellstorm
      • Disruption Orb disruption cast time reduced to 13 seconds (was 15 seconds).
2 Likes

:astonished_face:

Please make regular Mythic Dungeons available to do via LFG. :folded_hands:

5 Likes

Can you please put mythic difficulty “normal” wihout key for dungeon finder? Like Heroic dungeon.
Since I would love queue with midnight’s dungeon quest event. Reward for run Mythic dungeons.

Thank you! I waited for it years

4 Likes

Do you mean the dungeon finders random dungeon find group? In premade groups in LFG you can select mythic for dungeon.

They should add random mythic 0 to dungeon finder barely anyone will be doing these in few weeks anyway, make it an experiment to see how many clear these.

Well, we already have Random Heroic that literally nobody runs.

Guess that tiny 204 gold 96 silver daily reward isn’t enough.

The automated LFG, obviously… not premade groups.

1 Like

when the rank titles gonna be batched? for example r1s in pvp

I dont think it was obvious, ppl call that premade group as looking for group where we self join one or build one and the random dungeon is the automated where you just press a button to join random. But I take it that you wanted mythic in the dungeon finder, I guess why not if heroic is the max.

Maybe I would then sometimes do a mythic. Maybe.
Probably not, but mmmmaybe. :zany_face:

I dont like premade groups. It’s waste time than queue finder.
Also problem hunter, mage, warlock and rogue dont have spec tank or healer.
DPS alwasy full. They need tank or healer…

Annyoing get “declined declined declined”. If I make own group, when nobody come join.
Why finder is better. We wanted Mythic dungeon 0 into finder and auto find players.

I’d like follower dungeons in heroic and mythic 0

1 Like

I don’t understand why this hasn’t been done yet. I understand why not for m+, but the mythic dungeons should just be added into the lfg tool by now.

1 Like

M0 was created in the first place because adding HC dungeons to the automated MM caused them to be nerfed to match people’s expectations of a guaranteed kill (like in every queued PVE content).

This design isn’t completely obsolete since M+ adds a timer, so M0 still has a justified spot, though I’m not sure how big its audience is.

To illustrate it, people always want to get into the “cool kids club” content but claim they’re being barred (usually by some self imposed barrier rather than by other players). They demand blizzard to open the gate by guaranteeing a spot, only to realize that they fail miserably at said content. They blame the rest of the group (which was now assembled by blizz) and demand to “fix it”, which blizz can only do by nerfing it.

Now the content loses the magic, the same way “heroic” dungeons lost it and how M0 would lose it if it were added to a queue.

1 Like

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