Heroic+ Great idea, bad execution

So i did a few H+ dungeons and overall i did enjoy them. Even used some CC on the bigger packs. crazy i know.

But the affixes are not well thought trough and just disrupts gameplay for certain classes. For ex. I did Utgarde Keep with my shadow priest and the ice i need to move from, i thought, was cool. But then i jumped on my rogue and the same dungeon felt way worse. when you get a “frostbite” and move you leave trail behind you and end up having no space to get close to mob to dps. so either you go in front of the mob and get cleaved or hope the tank will move the mob away (but what do he care).
And lets not talk about mirror images when im on my shadow priest. i have no way to deal with them other than wanding. It gets really out of wack when there is a pack of 5+ mobs and each spawns a mirror image, and then again and i cant aoe them down i gotta single target them down. and since im not dpsing and just wanding the images mobs dont die and spawn even more images.
Mlease make it so they are normal mobs and are affected by AOE spells. would feel that much better.

how do other classes do with those affixes im curious

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The affixes doesn’t feel like Classic. More hp and damage feels great. It feels like it should feel doing a dungeon. But getting for example webbed over and over for no reason from trash is just weird in a Classic setting.

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Your problems are valid but it’s the same issue that melee faces in retail with M+ which is exactly where Blizzard got this idea.

Tried couple dungeons on my 3.3k prot pala and invited 3.3-3.5k pugs (intended audience of these dungeons);

Dark’tharon mobs healing is completely bonkers. One second it’s on 10%, another second it’s on 100%. Even with 1-2 stacks they heal for insane amount. Also 1st boss for us healed from 20% to 90% in 1s with 2 stacks. Even Sanguine in retail doesn’t heal mobs at this rate.

Also I got 1shotted couple times by a melee hit (35k), probably was a crit and I still miss 20def rating to cap (so this one is on me, but it’s quite hard to cap on 3.3k gs)

It’s a good idea to make dungeons more interesting and unique, but I agree that implementation still needs work and tuning.
These dungeons are a faceroll with 4.2k+ group, but a struggle for 3.3k.

Then don’t play it. There’s really no reason to play Heroic+ if you’re in a decent guild, no one who’s raided in Phase 1 needs loot from 10 man.

It’s just a cool optional difficulty.

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Some people here on the forums don’t seem to understand this and just keep yelling “git gud”

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Did a few now and it´s really enjoyable. You can even get bonked with good gear. Only thing that i found weird so far was to get webbed as the tank.

Nobody is forcing people to do them with “lower” gearscore. You can pick up emblems from regular heroic, buy some gear and do them then? Or do you want the easy Epix as well?

Who said I want easy epics? Please find that qoute of mine and post it here. If you do, then we can talk. Else move away if you have nothing to add of value.

3.3k is not “low”, that is already 185-190ilvl, and these heroics+ drops ilvl200, which is 10ilvl higher. Blizzard historically always designed content to be doable for ~15-20ilvl lower that what raid/dungeon drops (this is why we have 13ilvl incraments).

Yes you can just farm simple heroics, buy full valor 213gear and faceroll naxx10 with 3.5k gs for more 213 loot. So then what purpose does heroic+ brings?

Tanked few HC+ on my DK and paladin now and it’s genuinely becoming unfun.

The affixes are not great.
The UK frost debuff is a death sentence on some of the packs.

Gundrak on my DK is just the worst experience ever… WHY IS THE GROUND EFFECT RED WHEN DEATH AND DECAY EXISTS.

My DK is full bis so at no risk of dying but damn, gona need weak aura for HC+

Genuinely feel sorry for healers, HC+ with bad tanks is going to be insanely awful experience

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Mammoth… Stun and Blood dropping. Healing to max - back to fighting him… And again, and again for 7 minutes before we slipped and died.

Or rhino guy - forgot name - bleed dmg when pool drops… Went from 15% to 100% in 1.5s

Feels like Gundrak healing is bad… Healing like 200k hp in 2s is wrong when i didnt that much damage. With bad rng on my warlock run in gundrak, he healed to full… 3 times from 10-20% hp…

Or purple elemental boss, getting spewed out @ 50% and instantly drops a pool under and heals up

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That one we somehow cleared on first try because at that time after wiping to the snake guy we went with “Just keep moving” so it never had a chance to stay in blood for too long.

Also found out, don’t skip to 2nd boss… It’s just not worth the time spent dealing with boss and 4 adds haha - but had a guildie healer and smashed but yeah.

But yeah, tanking in Gundrak is pulling every pack and running in circles.

I have to correct my stance on this a little bit. Just did HoS and the event thingy was mad.

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Didn’t see HoL and HoC yet but going on with the flow of things I’d definitely say the gimmicks need more flair. As it stands down they’re extremely easy to miss (and god forbid you bring a DK to troll dungeons) though hopefully some add-ons will start triggering warnings for those. Out of three I saw Blood of Loa is the worst. One or two stacks and the boss can simply reset the fight. Hidden boss in Gundrak simply cannot be beaten by some comps while others will need to play it perfectly which is hard considering that blood can spawn during it’s channeled attack and you only have 90 seconds to kill it before it obliterates the entire party. Utgarde Pinnacle is mostly the case of paying attention to your debuff though Ymiron might be also a harsh DPS check considering his annoying mechanics that can one shot you if you take too long.

So far I’ve tried only Arcane Rune and Blood Rune.

Arcane Rune felt perfect, Mirror Images need to be killed by single target spells which forces players to pay attention and actually drop their current target instead of just blindly AoEing everything down. Even Shadow Priest (which OP claims have no ways of dealing with Mirror Images) just Devouring Plagued them. Retri Paladin used Judgement and Hand of Reckoning on them, Mage Ice Lanced them.

Blood Rune was absolute dgsht. Unlike Arcane Rune, this one didn’t felt more challenging or enganging at all, just much more annoying. The only way to safely avoid boss healing to full in a split second is to costantly move him in circles which is even more annoying. Whole dungeon, incl. boss fights, are just unnecessarily longer without any more challenge.

I know i can use devouring plague to single target them down, but its one of most expensive spells being whooping 25% of base mana. In nexus i run oom every other pack using it so its literally not an option. I feel stupid using that much mana on a mob with 100 hp. Sure it can be done here and there, but not on pack of 10.
Wanding does the same and i dont lose all my mana. It just takes time and alot of tabtargeting.
And i was wanding troughout classic dont wanna do that

Well, this might sound harsh, but it’s a titan rune run after all. You are not supposed to speedrun through it without any additional effort or without single drink between pulls. That’s the point of new difficulty.

Design pillars are and always were just a plain alibism act from Blizzard side to shut all the classic andys.

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