M+ Dungeon Tuning Incoming

They changed that Boss fight but just like in change modes if people do the dance cotrectly there is very little to heal there . If people fail then it cascades very very fast.

2nd Boss on tyranical will be just like cms - if you fail a single interupt of refreshimg Waters with bl you are done on that dungeon and can stright reset key

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I can’t tell if you mean keystone depletion should be removed, but if so I 1000% agree. Then we can have hard dungeons that you can retry on the same difficulty. The punishment is the 30-40 minutes you wasted getting a group and whatever you do in the key before disbanding. There is no need to also get punished by removing you the chance to try again.

If you mean that the keystone as a whole should be removed and people should be able to choose which dungeon to do and at what level - I also agree. With just a little restriction that you can’t do the same 4 for 2 chest, or the same 8 for 3 chest, you get a system that encourages you to experience all dungeons.

No way you just did this. You just made AD unfinishable. That hits the whole party for ~400k (on 20) every 15-20 seconds, and what before was failing the mechanic is now forced punishment for healers when they have to already dodge 1 shotting spiders and heal damage from soulrend.

Why???

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What I’m referring to there is the idea of a “dead key”, which is what you later refer to as an “unfinishable key”.

The problem with Yazma is not really that she’s going to be outrageously difficult. The problem is that … say you’ve done a +22 of something idk, and then Atal’Dazar drops, you have to downgrade the key to get out of that Atal’Dazar hellhole because ain’t no way you’re defeating a +23 Yazma even though you might be able to defeat a +23 of any other dungeon. Once you do you’ve got a key that’s maybe +20, so it’s now low level for the dungeons you already did, and then you have to level it up again, only for it to then probably become Atal’Dazar again.

This is a problem, and this is why they need to be balanced. Or… alternatively, you just don’t have keys. Then you can do whatever dungeon you want at any difficulty you have unlocked, and the fact that Yazma is so difficult… just do that at a lower level like everybody else.

I disagree with this change.

First, making it curse dispell leaves RShaman in an unfair advantage with respect to other healers.

Being alble to cheese/trivialize bosses/enconters because of class utility is something I fundamentally disagree with.

What I HOPE blizz means with this is: It has been changed to “magic” type. Which is the “default” type for every healer. OR, alternativelly blizz is making the ability undispellable by anyone. Therefore all healers have to just deal with it.

FYI: This should not be a thing in my ideal world. HealerS (in plural) should be able to dispell anything. If there is a mechanic that is not supposed to be dispelled, then nobody should be able to dispell it.

I think it is cool to have diversity. But obviously those dispells should only give a small bonus instead of being mandatory. Otherwise we can have a discussion about any utility button every spec has and want to remove it.

My suggestoins are not mutually exclusive with diversity. And il give an unrelated example to prove it: Mana Regen.

RShaman has Water Shield, MW has Mana Tea. Different mechanics. Different ways of working.

But both acomplish the same goal: Mana Regen. And its needed because a healer with out some form of mana regen simply is not a competitive choice, whichever way you look at it. So every healer needs it.

In essence, that is the “mantra” of my proposition.

I am not sure how you see this for dispell. We healerS can all dispell the needed healer dispell things. There are next to that curses and whatever those names are (for me it is just yellow, green, purple), and even mages can dispel one of those. They are not about healers.

The Yazma change seems odd. Like why make the only difficult boss more challenging.

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No we cant. Im still learning S3 dungeon mechanics, but one that comes to my mind is Infected Thorn from WM. That hits like a truck and can be dispelled by a priest but not by a shaman.

Esentially, IF you go with a disc priest the tank can literally pull the whole room if he wants. The DD will interrupt most of those casts, but not all of them. The ones that pass through can be dispelled and 0 damage taken. That shaves maybe 1-2 min on the run.

If however you go with an RShaman, you cant do that mega-pull. Cause that ability would just destroy the party, OR, you need extra coordination to pull it off.

Esentially, anyone that can dispell diseases can cheese that area of WM. The ones that cant are stuck and have to do the dungeon 1-2m dissadvantage.

But if that does not convince you, I can give you 1000 examples of cheeses from S2. Notably: Naraxis (poison) and ALL of BH (diseases).

Worse change ever , i mean were is the common sense in that move.

If I recall it right there is also a curse, possibly two in WM that can only be dispelled by shamans.

The pull you mention will still only work with a good amount of coordination, and if one or two casts do go off you, should, have other classes there who can spend a global on a dispel (such as prot paladin or Brewmaster from tanks, or retri/shadow/WW/evoker).

A group comp is built around the strengths and weaknesses of the entire group. The weakness of not having a dispel can be complemented by doing different pulls, by bringing specs with more CC, or by specs that can dispel diseases.

It is the same thing when you bring a paladin to counter a specific mechanic with BoP. It is doable without it, but it takes more effort, but in exchange your group handles a different mechanic much better.

Such as during afflicted week resto shaman trivialises the affix almost entirely.

I do not see this as a bad thing, but there is one debuff type that I would prefer them change: bleeds, because currently only evokers and dwarves have the option to dispel it.

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What you talk about is utility and can be dispelled by multiple non healers. This is what i meant by going through all utility buttons.

Imagine going to everbloom and those Pedal flowers leave an insane damage increase debuff on the tank, including with a slow. Now go with a brewmaster or prot pala (the healer versions work too) and he presses tiger lust or freedom and the whole damn debuff is gone. We can pull mega bigg because i play with also even a retribution paladin in my group.

It is about utility. The example you gave is decided by blizzard a non healer dispell. Or actually, freaking interrupt the cast (or stun/cc).

Every class bring diversity in utility. You win some you lose some. We were able to completely cheese certain bosses in plaguefall by having a (demo) warlock in our group.

Its OK to dissagree on this matter. But the affixes specifically that you mention…

Yes… I can trivialize it with my Poison Totem. Simultaniously, Warriors (among others) cant do anything to deal with it.

Affixes are a core mechanic of the dungeons. Its simply not fair for Warrior to not have tools to deal with it, and its not fair to others that I can cheese it. Much like Priest MD with bursting.

So. For CORE mechanics only, any class should be able to deal with it. Or none of us can. Thats my mantra basically.

If anything. Afflicted and Incorporeal affixes prove my point as to why its simply bad to have core mechanics that people that canot deal with it, others that can deal with it, and others that can outright cheese it.

If anything, for those 2 affixes they should sell an item so that anyone can deal with it. For that reason.

Bleeds exist because

A) They bypass armour and magic resist of any kind. So, they do the same ammount of damage irrespective of class, for balancing purposes. Which is fair.

B) They are on a category of their own which originally nobody could dispell.

So. The purpose of bleeds was to add that “nobody can dispell” mechanics into the game. And more often than not, bleeds did a ton of damage and you needed to take care of them. AKA: Core mechanics.

But Evoker comes along and to give it “class identity” they decided to change that. Which is a mistake IMO for the reasons I already stated.

OK. Agreed.

But back to dispells again: We should ask blizz to not make a whole dungeon thematic. Make each dungeon have atleast all 5 spell type instances.

To prevent what happened with naraxis for example: That I can cheese the boss with my totem but nobody else can. Because in NL S2 the only dispellable thing was Poison.

But paladins, druids and monks can do that too, don’t they? (actually last time i played druid is so long ago i do not remember).

Some parts of dungeons do change depending on the group compositions you have. And i think that is very cool.

Yes they can. They can dispell it, I can cheese it, and Priest cant.

Thing is, im not against variety of dispell types. I just think that a core mechanic like a boss fight (Naraxis) should be on equal grounds.

I mean, they do it for raids. So why not M+ then?

It isn’t equal anyway. On a lot of bosses there is stuff needed while dodging, so classes with instants are having an advantage, other healers need to be in melee versus being safe on range with less movement, etc etc.

I understand what you mean; but when bosses are reasonably doable till certain keylevels on any spec, i am not going to care about some can cheese boss 1 and others can cheese boss 2. I have healed up to Tyrannical Naraxus +24 on a non shaman.

It isn’t only about the healers brought to the dungeons. I can talk about quite some fun i have with having a ret pala and a warlock in my group. But i lose the AugEvoker, for example.

True. But blizz has a team of people working on balancing clases. And they design encounters accordingly.

They put swirlies at melee range for a reason. And yes, the world is not perfect. Some bosses favour melee more than ranged. But I have yet to see a massive disparity in DPS between the two.

“Favouring” is not the same as “massive advantage”.

I mean, look at the poor SPs… and what happened with MD?

MD was a “fluff” spell that because of bad design allowed SPs to cheese practically anything in S2. And il put Bursting as an example, but there are many more.

So instead of doing what I suggest (which is make Bursting undispellable because its a core mechanic) they instead nerfed MD and made it a 2 min CD. Like pala bubble, that also allows you to cheese a lot of things. And that is why it has a 5 min CD.

And I think its lame. MD should still have its 40s CD it used to have, but design dungeons with my suggestions.

Being in range would have been a massive advantage on naraxas. More than having a dispell totem.

I dont know what happened to Shadow. I do not play with a shadow priest.

Exacly that. Not only: MD is also 2 min for both Holy and Disc.

Why?

Ranged get hit by the puddles, while Naraxas spits wirlies at melee range that sometimes forces you to dissengage and do 0 damage. Unless you are a tank and can take the hits, then you can walk over them.

And I have yet to see a DPS disparity in Naraxas between Melee and Ranged.