Timewalking Dungeons Buffed - Up to 66% More Health

Thanks Blizzard,

This is EXACTLY the change NOBODY asked for.

If people want to play Mythic+ with ridiculous HP-scalings, they would be playing Mythic+.

I was taking a few days off from actively leveling characters as I was busy IRL, only to find out Blizzard is now reducing the the quickest way to level to be as mind numbingly annoying as trying to kill butter with a plastic spoon.

Of course Blizzard increases the Timewarped badges you receive for the extra time you have to waste, right? Of course not. Not only will queue times be longer because people lose interest if any type of content takes too long but also the dungeons themselves take longer to finish.

Like are we in some online version of the Stanford Prison Experiment? Or MK Ultra?

FAQ:
Does increasing HP of mobs and bosses make the content more or less difficult?
Answer: Neither, the same mechanics are just as easily avoided and don’t do more damage than before this change.

Does increasing HP of mobs and bosses make the content take more or less time to complete?
Answer: More time, any mobs that takes longer to kill, whether this be 1 second or 1 minute increases the time spent in content that’s consistently used to level up alts for the past 10 or so years.

Does increasing HP of mobs and bosses make the content more fun to play?
Answer: No, it just makes it more hassle some and more likely for people to skip it just like Korrak’s Revenge is a dud in it’s current form.

15 Likes

Now my SP can shine where I can actually DoT up stuff before trash mobs succumb to a Bear’s fart.

3 Likes

People cry for nerfs when things are overpowered but apparently find it unfair when something is adjusted when it’s undertuned?

Something about a pot and a kettle springs to mind.

3 Likes

Where is the increase/decrease in difficulty here? The only thing that increased is the time it takes to do the same easy content.

You’re so far off the mark, it’s hilarious you don’t even see how ridiculous you sound.

9 Likes

Ah yes, because Timewalking dungeons were super fun before having the tank pull all the mobs from boss to boss and taking no damage… That was truly the joy!

1 Like

Where is the difficulty increase? Are you people blind on this forum?

They only increased HP-numbers, the same EASY mechanics are just as EASY. It only takes longer to kill mobs, it doesn’t make it more difficult by any means.

1 Like

Where did I speak about difficulty? Kind of ironic asking if people are blind when replying to my post with something completely different

boss to boss and taking no damage…

^ implying this change will make you take more damage, or otherwise why else would you post this irrelevant information?

Either learn to read or learn to make sense.

1 Like

Like goooollyyyyyy… I was merely mentioning that TW wasn’t any more fun before… Like holy damn my guy…

Right back at you apparantly :joy:

1 Like

Was doing a time walking dungeon on my lvl 71 dk tank.
Had the hardest time maintaining aggro for whatever reason.
Turns out the lvl 53 paladin was pumping 500k dps. I dunno if increasing hp is gonna help there :grimacing:
Ow and the shaman life link totem or w/e was Russian roulette.
It would take 99 % of someone’s health every time.

Which both are likely not intended consequences of another change that leads to several ridiculous scaling bugs.

This is not an increase in difficulty, just an increase in annoyance. I can’t tell how bad the experience is by having to do a single rotation 20 times to kill a single pack of mobs. Blizzard really wants to be the leading cause for RSI.

It’s a damn shame.
Damage sponges don’t make a game better.
Just check all of the others who tried.

2 Likes

Kinda wondering. Is this to stop people from chain running them for bronze once it uncaps?

2 Likes

They increased the damage as well.

Which is is my complaint in this thread, not any increase/decrease in difficulty.

Heck give me more mechanics like some Dazar’Alor bosses such as the Jadefire Masters mini-game, Mekkatorque bot mini-game or anything similar, that makes content more engaging rather than just spamming your rotation 20 times.

I absolutely despise damage sponge mechanics, it doesn’t make the experience any more engaging or valuable to the player. If it weren’t for RIO scores, leaderboards and gear, why would you do the content above a certain threshold? … and the evidence for that you can see with Delves.

Do you see a lot of people do delves above level 8 except for the first time for the achievement? Of course not, because:
1: There is no extra reward
2: There is no Delves Score or leaderboards
3: The enemies do more damage and take more time to be killed.

That change reads as:
We increased dungeon enemy health.
We scaled player damage to scale with player power (ilvl)

Two separate things, I could be wrong but it’s phrased weirdly to begin with.

Now instead of getting only 1 tick out of your dots, you will get 1.6 ticks?

While i understand people arguing that mobs being damage-sponges is not making it any more fun, i remember doing Timewalking dungeons in DF, on an Elemental shaman and a Demo Warlock, being unable to do much of anything because all the mobs popped like balloons in a cactus patch wasn’t much fun, either.

The solution is not by making it worse for literally everyone, I don’t think you would like having to do the same dotting (20-30 sec dots) on the same pack twice because mobs are sponges on menial content.

Like create some non-RIO version of Mythic Timewalking dungeons for people if they want to hit spongebob over and over again, taking 30-60 minutes per dungeon.

The dungeons in this Classic rotation are already quite long to begin with and one’s like Dire Maul are boring as hell, making them even more boring by making them take longer is not something I can imagine ANYBODY enjoying. (Aside from the trolls on this forum obviously)

1 Like

Personally i find it much better. It’s not fun when mobs die halfway through a cast let alone a rotation. It just makes the dungeon feel like a running simulator.

I don’t think increasing the HP is intended to increase difficulty and if all you care about is saving time then it looks to me like you don’t really enjoy playing, so whether it plays quicker or slower is not going to have much of an impact on you other than your precious time playing an MMORPG.

This is just hyperbole.

Most classes have instant cast or quick cast AOE-abilities, I’ve never had a problem like this unless I was hard-casting something like Frostbolt on a single mob that was half-dead already. Do you spec for single target when you go into dungeons?

I even went out of my way to add a FAQ to my post and clarified multiple times, this change does nothing in terms of difficulty and it was never a point of contention in my books. Yet for some reason people keep regurgitating the term ‘difficulty’, like I’m here complaining about some imaginary difficulty increase.

Like I’ve mentioned in one of my previous posts, leveling alts is not one of my favorite activities. The reason I level alts is because Blizzard decided to make it impossible for any character below level 80 to obtain certain items from events.

The previous WOLTK Timewalking event I wasn’t able to do the Disturbance Detected: Ulduar quest on like 20 of 25 of my characters because they were level 70 and not level 80.

As one comment states:

With the skip groups you could kill Yogg-Saron within 5 minutes after joining, receive Cache of Timewarped Treasures from the quest and have a chance on several mounts such as:
Invincible
Mimiron’s Head
Infinite Timereaver

Aside from that the quest also gives 500 timewarped badges at max level, so that’s 20x500 or 10.000 timewarped badges you’re talking about.

So yes, this arbitrary change, where you can’t get the rewards, despite you outleveling the content by 40 levels, is a bit lame to say the least, understandable in a way but still lame.

I wouldn’t be arsed to level 20+ characters if it wasn’t a necessity, with 0.000001% droprates on certain things that I would like to have, as that is one of the things I still derive fun out in this game, collecting mounts/pets/toys.

I don’t expect everything to be handed to me, that’s why I still go through these chores (sour apples) to get to the point where ‘fun starts’ for me, but I rather forget the journey towards that point.

EDIT: … and I’m going on a limb and say they will probably pull the same thing with the Love Rocket in February next year aside from other events that drop chests/items with mounts.


So getting back to my initial point, if this HP-increase change makes it longer to level these 20+ characters in menial content, with the most easy mechanics in the world it’s going to feel like a chore and boring. A game should be fun and engaging, not a chore.

They also butchered Korrak’s Revenge, which was the most fun I had in PvP and leveling in a long time, me enjoying either of them is already a rarity but being able to do both in a leisurely way was great. I even created a few new characters to level back then through Korrak’s Revenge, despite me being awful at PvP it was fun and engaging, something a lot of content in WoW nowadays lacks, but judging by your character you’ll dispute this as well, like the other trolls.

But of course fun detected and now we have this lame moshpit in the middle of AV 5 hours during matches that gives nothing, unless you’re actively looking for honorable kills, which I’m not.