With hotfixes that are now live, we have made the following adjustment to Timewalking dungeons.
Timewalking
Adjusted all dungeon enemy health and damage to better scale with player power.
Our intention with these dungeons is for their difficulty to fall between the difficulty of a Normal and a Heroic dungeon at level 80.
Our goal with changes like this is to provide a fairer, engaging challenge for all players while keeping to the principle that better gear makes you more powerful.
We’ll continue to monitor dungeon difficulty to ensure Timewalking presents a satisfying level of challenge for all players.
Can’t you give us an specific example so we can see that you understand the problems with scaling in the game, because it still feels like specific level ranges enjoy pulling 100 mobs at once or killing bosses in a couple of GCDs while at the same time players at different levels can’t even take 2 single spell hits in classic timewalking.
Especially headless horsemen who sometimes takes 3 minutes to die but other time he just one shots half of the group and is essentially unkillable. It does not appear to me as fixed. I’ve even seen him melt in 10 seconds after your hotfix.
Was this really necessary? The dungeons already takes so long because they were that long back in the day but i don’t really think anyone asked for this change. How about adding more dungeons to the pool instead?
Yes lets make something tedious even more so by adding more hp to mobs great thinking espcially when there are like a million bugs you need to sort out.
[Timewalking Dungeons Buffed - Up to 66% More Health]
Not even taking into account how much worse everything will be for groups with players who have simply leveled too fast and didn’t get a chance to earn any gear. With predetermined stats and downscaling this wasn’t much of a problem but now I’m frequently seeing tanks with such poor armor that they can’t handle two groups of mobs at once.
You’ve updated timewalking into standard normal dungeon system with your changes to scaling, but forgot about implementing a minimum item level for random queue, which is also impossible because you’re mixing players of different levels.
How is the new system any better to simply introducing stat templates which you would have more control over when it comes to fine tuning? I understand that there were issues with secondary stat values and downscaling, but now you’re also making mobs tougher as players get stronger? Does anyone in the office play the game?
Good change. I leveled many chars in timewalking. I think the scaling was broken, and the mobs died too fast for sure. If they die too quickly players that play dot classes will fall asleep. I enjoyed the scaling in timewalking TBC a couple of weeks ago.
Just tried 2 timewalking dungeon as a tank on lvl 70 no problem but when i reach lvl 71 and queue for a new dungeon i got utterly destroyed by 2 packs. This is not fun, timewalking content has always been a nice easy side activity imo this is ruined now.
I had my suspicions about you last night but you are one of the top trolls on the forum. you have to be with some of the comments you make i applaud you sir well played 9/10 good efforts all round be very proud.
It’s the ilvl jump which occurs at transition from one expansion in another.
For an example: I had lvl 71 character with old 372 timewalking items. Yes, it was on a challenging side.
Once obtaining some 440+ items it became noticeably easier.
That indicates that ilvl matters like in a conventional dungeons, which doesn’t really make sense in a timewalking considering that players of various character levels and item levels are grouped together.
THIS. Actually, both normal and timewalking dungeons need the gear item levels fixed. It’s ridiculous that they give lower item level (AND not upgradeable) than even random green BoE’s from the world.
The only thing you will have to monitor is all the levelers that suddenly stopped doing TW dungeon and the que times that will spike because healers and tanks wont bother
Warrior tanks in WotLK gained rage mainly from taking damage, but that lead to a ridiculous problem - if you are Ice Crown overgeared and tried to help a buddy through lower content (like heroics), you basically don’t get hit (dodge+parry) or if you do, you take tiny little HP damage. Which means no rage whatsoever. Which means no threat. Which means, despite your OP gear, you are a bad tank.
Solution - take off your pants and/or bracers (which lead to some weird pantless tanking situations…) and try again. If that didn’t work either, take off your chest armor, too…
Are we gonna see a repeat in Timewalking now ? Lol. This is a terrible idea, revert it now.
Standing with about 800k, I see plant enemies with ~1.8 million HP, using Thorns buffs that do about 40k damage back upon melee strike. Which means I could use Killing Spree and nearly kill myself in the process due to that.