Manifested Timeways is my new favourite boss in this expansion. Deios in this dungeon is much better than his version in Uldaman. Tyr and Lothar/Hellscream didn’t even feel like bosses, and mobs right before the last boss are going to be a nightmare in fortified m+. Currently don’t like Morchie very much for all the reasons already described above (We had two wipes and one kill on this boss, and I couldn’t find the correct Morchie even one time).
Overall, liked this dungeon more than previous mega-dungeons (at least at m0).
What mindset does mythic instil though, the only difference is that you make the group yourself, something that was the default method of group formation since the start.
M+ I can understand your distaste towards, but mythic being “A mode you hate and don’t want in the game” for dungeons when it translates effectively to every dungeon we ever had prior to mid wrath seems a little odd. Just because you can’t queue it means it shouldn’t exist?
The correct Morchie doesnt have a hat.
problem with morchie is she’s too damn small, had a huge problem with the whole hat thing because of that.
I like the concept of the Morchie encounter as well but the execution is let’s say “meh” at best.
We (group of normal/beginning heroic raiders) need 2 tries on her. On the first try we went in completely blind not knowing mechanics just to get the visuals in the fight.
On second try we attempted it with knowledge on the skills and got her to roughly 50% before the group got cought up in all kinds of movement trouble. Only the tank held on. For the rest of the fight. Alone. And won. And had lots of reserves left.
For me it’s a failed encounter design if deaths of all 4 other group members at 50% doesn’t lead to a retry.
Tanks are capable of doing that since a while.
In M+ it typically leads to a deplete either way if the group “wipes” too early. So the Tank/Grp has to decide what saves more time. A retry or the tank soloing the rest.
Yes, there just wasn’t enough time for me to look into the models when I understood what to look for. If only Morchie could take tauren form instead of gnome… Plus in the end of our fight we had some clones alive and kicking during copies’ phase and people needed to be healed, so part of my attention was already elsewhere.
I didn’t get an invite for it no one wants a hunter so i can’t say atm
That was my experience as well with tazavesh. Took my pug nearly 6 hours to finish and by the end everyone had flasks, augment runes etc.
Did this one with guild blind, was nice. Boss mechanics are there, but not too oppressive.
Pretty much, yeah.
Not that I’m actively campaigning to get it removed or anything; I don’t care that much. That content doesn’t exist for me. And that’s fine.
But when Blizzard do stuff like this; it triggers me. We have different difficulties for a reason and they shouldn’t be favoring any difficulties over the others. We should get the same treatment across the board, imo.
Hi,
wanted to make an appreciation thread, but since you’ve already posted it, I’ll give my feedback here. For me, it’s by far the best megadungeon introduced. I absolutely love it. Karazhan, Mechagon and Tazavesh are in a league of it’s own when it comes to dungeons, however I feel Dawn of the Infinite passes them all.
Visually wise, it’s by far the most beautiful dungeon they released. Bosses are very nice, and for the whole time, I never felt that the mechanics are annoying or something. It’s a challenge, but a challenge in a right way. How the dungeon works is also really amazing.
That being said, there are a few negatives that will probably get fixed when m+ version release:
- The ilvl ceiling is abit high because the dps and hps checks are quite strong. I don’t consider this so bad, but I was hoping I could do the dungeon with 400-410 ilvl alts to get the vanity items and to farm the mount. You need atleast 435 ilvl to do it comfortably.
- Morchie is a very nice boss, but there are two issues - finding correct Morchie is way too difficult due to healthbars / short breath timer / boss being too small. I know it’s team effort, but it actually felt easier to outheal the breath rather than finding the correct boss. Stepping into the trap also is way too punishing considering only healer can dispell. 30 seconds should be reduced to 5-10 seconds max. Also some overlaps with the breath / adds chasing is abit off if you ask me.
- Some trash is way too demanding. I hope they will fine tune it before releasing it on fortified.
- The ‘ground poo’ area is abit annoying, but it’s managable.
- I’m not the fan of the gauntlet, not gonna lie.
Did all members of your group read and follow all the mechanics on each boss and trash? Or did you just rely on your ilvl to brute force your way through?
Morchie is an awful boss in terms of actual design, that’s by far the worst in the dungeon the gameplay is terrible.
Embarrassing really, spending 80% of the time running around the platform kiting. Which will lead to significant downtime on boss. And low damage with more damage incoming means bad times, also the copies not only charge their breath up too fast, but it’s pretty hard to tell which one is the correct one unless you’re close, and then you have the “bait” copies that barely have a hat, which is just a slap in the face. Do they even test this stuff? Oh what am i saying, there is no internal test team, they just pretend to exist.
It would at least be better if the timers were not this tight, the first split is literally 15 seconds after the pull… the dev that balanced that fight and came up with it, need to get his stuff together and actually fix this, just wtf are you doing, do you not try the stuff you make? When you cook something do you not taste the stuff you’re making?
It could be better if the the timers are significantly loosened.
Anyway, any other boss is far superior to morchie.
Overall a good dungeon though, but morchie really needs to be dealt with.
I think a group of 425s with prep and time can get it down, it’d just be a challenge. 435 is around the point you can start just BLing with all cds and skip enough mechanics that you don’t necessarily need to optimise anything.
Seems a fun dungeon but if they make an m+ out of it. Some parts could become…spicy.
I mean it’s kinda hard until you figure it out but after that if you play focused it’s good. Good andrenaline spike
I looked it up on some streams, and I explained the mechanics. Being 440 just made dps & hps checks trivial, but you gotta perform mechanics, else you wipe like a baby. First boss wipes if you don’t soak, 2nd boss can destroy you if both bombs go off in fast zones, 3rd boss has a MC, 4th boss has a dps check that requires all 5 players alive, Tyr requires orb soaks, Morchie is very unforgiving, the time lost battlefield is free (this one is by far the easiest), and last boss requires very good coordination with the orb mechanics.
By very good you mean 1 guy doing the orbs. Thats it.
I will be in minority but i really like Time-lost battlefield encounter, another thing is a chance for gorehowl.
It was a really good “take a breather” fight before morchie or after morchie.
I think Morchie and Manifested Timeways need rework a bit. That Manifested is very bad for range coz you have to move nonstop and you cant do dps so well.