Dungeon Testing: July 22 - July 29

The War Within Season 3 dungeon testing continues on PTR today. The test period starts on Tuesday July 22 at 23:00 CEST and ends Tuesday July 29 at 20:00 CEST. Please note that the test period may be adjusted in the event of technical difficulties.

This week’s testing focus is on returning dungeons from The War Within:

  • Eco-Dome Al’dani
  • Tazavesh, the Veiled Market (Hard Mode)
  • Tazavesh, the Streets of Wonder
  • Tazavesh, So’leah’s Gambit
  • Halls of Atonement

Notable updates to these dungeons include:

Tazavesh, Streets of Wonder

  • Enemy forces increased by 10%
  • Custom Security
    • Hard Light Baton
      • Duration reduced to 6 seconds from 8 seconds
      • Damage reduced by 22%
  • Gatewarden Zo’mazz and Armor Overseer
    • Proxy Strike
      • Cast time increased to 3 seconds
      • Ability cooldown increased
  • Cartel Muscle
    • Hyperlight Backhand
      • Cast time increased from to 3 seconds from 2.5 seconds
      • Ability cooldown increased
  • Frenzied Nightclaw
    • Frantic Rip
      • Debuff duration reduced from to 5 seconds from 8 seconds
  • Zo’gron
    • Final Warning
      • Shield reduced by 20%

Tazavesh, So’leah’s Gambit

  • Murkbrine Scalebinder
    • Invigorating Fishstick
      • Cast time removed
  • Invigorating Fishstick
    • Health reduced by 10%
    • Invigorate
      • Now has a cast time of 5 seconds, increased from 3 seconds
  • Hylbrande
    • Titan Console is now more responsive after Titanic Insight channel is interrupted.
    • Purifying Burst
      • Cast time increased from to 3 seconds from 2 seconds
      • Damage reduced by 30%
      • A visual will appear on targeted players
  • Devoted Accomplice
    • Energy Slash
      • Removed
    • Reinvorate
      • Removed

Halls of Atonement

  • Toiling Groundskeeper
    • Now flees at 30% health, down from 50%
  • Vicious Gargon
    • Serrated Claws
      • Now has a cooldown of 3 seconds
  • Depraved Obliterator
    • Curse of Obliteration
      • Renamed to Mark of Obliteration and is now magic dispel
  • High Adjudicator Aleez
    • Additional Vessels of Atonement now spawn earlier in the fight
    • Unstable Anima
      • Damage reduced by 40%
  • Lord Chamberlain
    • Telekinetic Toss
      • Damage reduced by 20%

During the test period you’ll be able to acquire and customize Mythic Keystones by talking to the Keystone Vendor in Stormwind or Orgrimmar, and the nearby Dungeon Teleports NPC will assist you with transportation.
We look forward to hearing your feedback!

  • Invigorating Fishstick
    • Cast time removed
  • Curse of Obliteration
    • Renamed to Mark of Obliteration and is now magic dispel
      Guys, can we stop converting old but good dungeons into terrible things? Fishsticks were terrible in SL but this one makes it even worse. Changing Curse of Obliteration to magic debuff is also tragic. Ppl playing dwarf and nelf because of skips and dispells, and what you do here is just making dwarf even better. If its not a curse, it means, druid mage shaman etc cant dispell, and only healer/mass dispell AND dwarf can do that. I dont get it, Halls and Tazavesh were fine mostly back in SL even on 29-30. Of course some positive tuning was needed on both dungeon but some of these mentioned changes are just so bad. Now Halls is one of the hardest dungeon, while it was the quick easy weekly back in SL alongside with Mist. Literally noone asked these changes. You did a pretty good job with Floodgate, honestly all of those Floodgate changes are goated but it feels like it was made by an entirely different company.

There was a stealth change on the new dungeon not listed here. The circle debuff that drops a blue pool on the first boss when you stack now gives 2 stacks of the debuff.
The previous was more fun, since it felt rewarding to coordinate the movement with my team.

Hey First of all thank you for all the effort you put into making the game better.

I love Mythic+ personally and have been competing in M+ Tournaments since the beginning.

There is a few things that I would love you to reconsider in some of the dungeon changes you have done during the PTR.

1:

Tazavesh, Streets of Wonder

  • Enemy forces increased by 10%

The dungeon already got it’s timer nerfed and the dungeon might now end up being the tighest key in the dungeon pool now. I don’t have the perfect answer to this I just suggest you keep an eye open on whether or not this is the right move.

2:
Invigorating Fishstick.

A mechanic that everyone tried to avoid in it’s previous season by extensively using stops to control them.

I am not opposed to them being instant and having a ramp up cast before they start healing but I don’t think that they should be labeled as TOTEMS. I recommend that they work like the barrels in Cinderbrew Meadery so that they are getting affected by AOE spells as well.

3:
Purifying Burst.
Adding visuals to these mechanics are great! Keep those up.

I would like to see an added visual on the following mechanics:

Anchor Shot Mechanic on Timecap’n Hooktail

Stoneborn Eviscerator’s Glaive Throw
This throw has no indicator on what person it’s on and its a massive problem in combination with the anklebiters which also leaps on random people.

With the future looking to step away from Combat addons and weakauras I think there should be clear visuals on most mechanics in general. Random shots and bolts in combination with AOE hits currently requires weakauras / addons to have a clear overview of whats going on.

4:

Moving the Curse dispells in Halls of Attonement over to Magic dispells I don’t believe is the right option. In high keys this will force you to bring a Priest or other healers with tools to be able to deal with the increased Magic dispells. Or it forces you to tank a lot of mechanics with very strong personals, something that encourages classes with really strong defensives / immunes to be played. Tanking dispell mechanics simply because you don’t have enough dispells to deal with it is not the way forward. Most PUG groups also wont even notice these debuffs and that will put extra pressure on the healer, a role I personally would love to see more players play, same with tanking. We want to encourage healing and tanking to be fun and I believe it’s important to consider their position too.

5:

Ara Kara.

Jabbing Flyer’s Bleeding Jab
Engorged Crawler’s Venomous Spit

The way these two mechanics work compared to Season 1 is an unwanted change in my opinion. The stacking bleed used to be a tank mechanic where as now the bleed damage on the whole group is just way to much to deal with in combination with poison debuffs on top.

It encourages Stoneform as well to a massive degree, & Poison cleansing totem which you already nerfed in season 1 because it was too powerful.

The Venomous spit used to be a staggered cast, It had a cast time and could not target a player already affected by the Poison effect. Now it is instant, has no visual that shows an incoming poison and it refreshes the duration and adds a stack on top of ur current debuff which makes it completely unplayable without a lot of poison dispells / dwarf racials in the group.

6:

Stoneborn Eviscerator’s Glaive & Stonefiend Anklebiter

I touched on the Visuals not being present for these two mobs in my earlier feedback.
But even with a visual the damage intake from these two sources of damage is too RNG. If you get unlucky with a lot of throws / debuffs from the anklebiters you will most likely end up dying. I recommend moving away from the RNG elements of these mechanics by making the glaive interruptible perhaps? Have the leaps not target a player already affected by a debuff? And give the leaps and ICD so you dont get combo’d as well as a visual to show you are being targeted by a mechanic.

This is my feedback for now. I hope you appreciate it, I only have the best intentions in mind. I just want m+ to be as good as possible and have the player experience be the most enjoyable. Thank you so much for reading.

Gingi.

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