FEEDBACK: 7.2 Mythic Keystone Dungeons

7.2 PTR General Discussion
Hi all,

As mentioned in this week's PTR Development Notes, there are several changes to Mythic Keystone Dungeons now available for testing. We'd love to see any feedback you can give us regarding these changes, including the new dungeons, new and updated affixes, Artifact Power redistribution, and anything else you encounter that you feel is worth sharing.

Note: There is currently a known issue with Upper Karazhan Keystones which is causing you to start the run in the wrong location. We'll get that fixed in an upcoming build, but for now, we're going to hotfix the door that requires Moroes' Keys to be open by default, so you can progress through the dungeon that way.

Thanks!
14/02/2017 21:17Posted by Lore
Several new affixes have been added to the mix: Bursting, Fel Explosives, Quaking, and Grievous.
Bolstering, Necrotic, Skittish, Fortified, Tyrannical, and Sanguine have been adjusted, and Overflowing has been removed.

okay, but what does all of this mean more specifically? what are the new affixes, what do they do? how have the old ones been adjusted?
15/02/2017 01:04Posted by Retier
14/02/2017 21:17Posted by Lore
Several new affixes have been added to the mix: Bursting, Fel Explosives, Quaking, and Grievous.
Bolstering, Necrotic, Skittish, Fortified, Tyrannical, and Sanguine have been adjusted, and Overflowing has been removed.

okay, but what does all of this mean more specifically? what are the new affixes, what do they do? how have the old ones been adjusted?


Agreed,while we can dig some info on the new affixes,we have no clue on how already existing affixes have been adjusted.not easy to test things if we have no idea about what we're testing
15/02/2017 01:04Posted by Retier
14/02/2017 21:17Posted by Lore
Several new affixes have been added to the mix: Bursting, Fel Explosives, Quaking, and Grievous.
Bolstering, Necrotic, Skittish, Fortified, Tyrannical, and Sanguine have been adjusted, and Overflowing has been removed.

okay, but what does all of this mean more specifically? what are the new affixes, what do they do? how have the old ones been adjusted?


Here's that whole section from the lastest PTR Patch Notes:

    • Mythic Keystone Dungeons
    • Added 60 seconds to the Black Rook Hold timer.
    • Killing Cove Seagulls should now add Enemy Forces credit.
    • New Affix: Bursting (level 4) -- When slain, non-boss enemies explode, causing all players to suffer 10% of their maximum health in damage over 4 seconds. This effect stacks.
    • New Affix: Fel Explosives (level 7) -- Creatures have a chance to summon an Explosive Orb at a nearby location that will explode, inflicting damage of 50% of the player’s maximum health.
    • New Affix: Quaking (level 7) -- Periodically, players will Quake, inflicting damage of 20% of the player’s maximum health and interrupting spell casts of themselves and nearby allies.
    • New Affix: Grievous (level 7) -- While below 90% health, players are afflicted with Grievous Wound.
    • The Overflowing affix has been removed.
    • The Bolstering affix range has been reduced to 30 yards (was 45 yards).
    • Necrotic Rot will now expire after leaving combat. Duration reduced to 8 seconds (was 10 seconds).
    • Skittish threat reduction has been lowered to 75% (was 80%).
    • Fortified damage bonus lowered to 30% (was 40%).
    • Tyrannical damage bonus lowered to 15% (was 20%).
    • Sanguine radius increased to 8 yards.
    • Mythic Keystones can now direct you to Lower Karazhan, Upper Karazhan, and the Cathedral of Eternal Night.
    • Artifact Power rewards for Mythic Keystone dungeons have been adjusted:
    o Longer dungeons, such as Halls of Valor, now award a proportionately higher amount of Artifact Power.
    o Shorter dungeons, such as Maw of Souls, now award a proportionately lower amount of Artifact Power.
    o Artifact Power bonuses have been added to your weekly chest rewards. These increase based on the highest level Mythic Keystone you completed.
15/02/2017 22:10Posted by Kaivax
Mythic Keystones can now direct you to Lower Karazhan, Upper Karazhan, and the Cathedral of Eternal Night.

Mythic Karazhan is still not available, only heroic.

Looks like mobs in heroic and mythic difficulty has random level now. In the same pack you can meet mobs of any level from 98 to 110.
I understand that there are very few Class Balancing "actions" taking place in the next patch. Given that is the case, I cannot help feel that some classes are still at a big disadvantage when it comes to the higher Mythic+.

Essentially, these are a timed race to get to the end rewards. Nearly all of these dungeons have a very big aoe requirement moving between bosses. If your class does not have a burst and very large aoe damage ability, then it is almost impossible to get an invite to a group if you don't have a regular guild or friends group.

As your artifact power in the weekly chest will now be linked to the level of Mythic+ Dungeon completed - a large number of players are going to be disadvantaged. I understand that the Developers have this "vision" of how classes should be played and in which areas they should shine - we cant all be the same!

However, it is time the Developers took into account how the game is actually played by the players - and the prejudices that arise due to the mismatch in balance in some areas. The Developers intent does not match the reality of the game. It is no good claiming that Blizz has "made me a single target, sustained dps class with no on-going burst", when the teams say "fine - useless for Mythic plus then - goodbye". All I would like to see is each class being roughly competitive - not massively disadvantaged in certain areas. The Developers said in previous notes that it was their intention that players should be able to play the class and spec they want and not be forced into a re-roll. They most definitely HAVE NOT achieved that....yet!
15/02/2017 22:10Posted by Kaivax
• New Affix: Bursting (level 4) -- When slain, non-boss enemies explode, causing all players to suffer 10% of their maximum health in damage over 4 seconds. This effect stacks.

This affix is worth to be. But on larger packs it leave a low chance to stay alive. Example: Plagued Rats, Unstable Oozes, spiders in Arcway.

15/02/2017 22:10Posted by Kaivax
New Affix: Fel Explosives (level 7) -- Creatures have a chance to summon an Explosive Orb at a nearby location that will explode, inflicting damage of 50% of the player’s maximum health.

With this affix there are two main difficulties:
  • How to detect orbs inside large packs and click on it, when a lot mobs around it. It became even more harder for range dps.
  • Sometimes orbs spawns in inapropriate places. Example: Wrath of Azshara boss - orbs spawns under the boss on the bottom of the pool.


15/02/2017 22:10Posted by Kaivax
New Affix: Quaking (level 7) -- Periodically, players will Quake, inflicting damage of 20% of the player’s maximum health and interrupting spell casts of themselves and nearby allies.

This affix is quite interesting and I don't see any issues with it, except Court of Stars dungeon. At the start, when all swimming on the boats, there is a chance that someone will not reach the end point, because you can't do anything when you are in the boat.

15/02/2017 22:10Posted by Kaivax
New Affix: Grievous (level 7) -- While below 90% health, players are afflicted with Grievous Wound.

This affix is most dangerous among new affixes. It gives hard work for healers. You have to keep all group on full health continously. It can be hard on some encounters.
Also, it gives advantages to those tanks, who has damage absorb ( warrior, death knight ), and to those healers, who have HoT spells ( shamans, druids ).
15/02/2017 22:10Posted by Kaivax
• New Affix: Bursting (level 4) -- When slain, non-boss enemies explode, causing all players to suffer 10% of their maximum health in damage over 4 seconds. This effect stacks.

This punishes people who run BRH and HOV since the packs are much larger than in NL, MoS, CoS, etc... Also, in combination with the blobs in Arcway and the spiders in BRH, this seems like a silly addition.

15/02/2017 22:10Posted by Kaivax
Added 60 seconds to the Black Rook Hold timer.

This is just not enough. far from it to even get 3 chests.

15/02/2017 22:10Posted by Kaivax
New Affix: Quaking (level 7) -- Periodically, players will Quake, inflicting damage of 20% of the player’s maximum health and interrupting spell casts of themselves and nearby allies.


Will this be something you can dodge out of? If not, what's challenging about not being able to cast a spell? The only challenge will be to get into a group as a spellcaster with this affix. Besides, aren't you already punishing healers enough? Every single affix makes it that much more difficult on the healer, and you are losing healers left and right in this game. Quaking is awful. Considering how badly Volcanic already punishes hard-casters and how melee/tanks/druids can largely ignore it, I don't understand why we're getting this AND fel-explosives to add to our handicaps. The mongo-melee-meta is already strong enough.

15/02/2017 22:10Posted by Kaivax
Skittish threat reduction has been lowered to 75% (was 80%).

Again, this is a fix that doesn't fix anything. Skittish should be removed.
21/02/2017 22:37Posted by Джолла
15/02/2017 22:10Posted by Kaivax
• New Affix: Bursting (level 4) -- When slain, non-boss enemies explode, causing all players to suffer 10% of their maximum health in damage over 4 seconds. This effect stacks.

This affix is worth to be. But on larger packs it leave a low chance to stay alive. Example: Plagued Rats, Unstable Oozes, spiders in Arcway.

15/02/2017 22:10Posted by Kaivax
New Affix: Fel Explosives (level 7) -- Creatures have a chance to summon an Explosive Orb at a nearby location that will explode, inflicting damage of 50% of the player’s maximum health.

With this affix there are two main difficulties:
  • How to detect orbs inside large packs and click on it, when a lot mobs around it. It became even more harder for range dps.
  • Sometimes orbs spawns in inapropriate places. Example: Wrath of Azshara boss - orbs spawns under the boss on the bottom of the pool.


15/02/2017 22:10Posted by Kaivax
New Affix: Quaking (level 7) -- Periodically, players will Quake, inflicting damage of 20% of the player’s maximum health and interrupting spell casts of themselves and nearby allies.

This affix is quite interesting and I don't see any issues with it, except Court of Stars dungeon. At the start, when all swimming on the boats, there is a chance that someone will not reach the end point, because you can't do anything when you are in the boat.

15/02/2017 22:10Posted by Kaivax
New Affix: Grievous (level 7) -- While below 90% health, players are afflicted with Grievous Wound.

This affix is most dangerous among new affixes. It gives hard work for healers. You have to keep all group on full health continously. It can be hard on some encounters.
Also, it gives advantages to those tanks, who has damage absorb ( warrior, death knight ), and to those healers, who have HoT spells ( shamans, druids ).


@ Bold. What are you even on about?
22/02/2017 11:17Posted by Shéele
@ Bold. What are you even on about?

At the start of the Court of Stars after activating lantern you will be set into the boat and move to the pier. Boats often moves very close to each other, and if at that moment the Quake affix will proc, you will not be able to step aside to avoid damaging nearby party members. Sometimes it may cause you to die before you reach the pier.
22/02/2017 12:41Posted by Джолла
22/02/2017 11:17Posted by Shéele
@ Bold. What are you even on about?

At the start of the Court of Stars after activating lantern you will be set into the boat and move to the pier. Boats often moves very close to each other, and if at that moment the Quake affix will proc, you will not be able to step aside to avoid damaging nearby party members. Sometimes it may cause you to die before you reach the pier.


It's Periodically meaning it happens over time, I highly doubt it will proc right from the get-go when u enter the boats. also it only deals 20% of your health, so you wont die from it. The most annoying factor of this affix is that it is hard dealing with during fighting for healers if you already take !@#$ton of dmg + having Quaking added on top of it + Being interrupted = not healing. Same goes for hard casting dps who already have to deal with either Volcanic or Fel explosives or god even sanguine that makes them stop casting, now will also be interrupted by Quaking. And you dont see any issue with this?
New Affix: Quaking

is brutal for arcane mages if it happens during their evocation. (compared to any other class)
unless slipstream talent makes you immune to it
I concur that Skittish should be removed completely. This weeks Skittish + Bolstering + Fortified made high level M+ almost unplayable.
I want to add additional thoughts about Fel Explosives affix. We have tried to playthrough Vault of the Wardens. We tried to beat large pack after Glayvianna around ten times without success. Spawned orbs is very hard to notice. Each orb will nearly wipe group with full health, two orbs will cause guaranteed wipe.
We skipped this pack with invisibility, but faced with same problem on packs of imps after Tirathon Saltheril. Ipms spawns up to 4 orbs at a time and it is nearly imposible to destroy them all. The hardest thing there is not to notice the orb but to click on them when they are surrounded by ton of imps, selecting orbs by cycling through all targets by Tab key is unlikely good idea.
Another hardly playable place is Inquisitor Tormentorum, because looks like not only adds spawns the orbs, but even hypno-eyes doing that too. So you should not only look for orbs from adds in near of you, but also look for orbs near the eyes. This is madness.

I think that if this affix go live, then everyone will have to make a macro, which will target nearby orb, and will have to spam this macro during each fight.

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