On a semi related note, when Legion Timewalking comes around again, will the Legion M+ count as current, or Legion, or both? For example, when I get a Legion key, will it be possible for it to also be CoS/HoV?
Saw it this morning. A welcomed change ^_^
But am I allowed to hit the boss now as melee or can I still afk half the fight?
Great for people with accessibility issues. I haven't experienced this one in person but the image makes it look like 'way too much'. I always thought these were pretty easy to see. The lines on final boss of CoS - I definitely think the change was the right one. And the color fits with the rest of the Suramar-esque theme.
What about for the Jade Temple Yu'lon boss?
Remove trees on dungeon level design please. We don't see anything while in combat...Game & Level Designers are not playing this game i guess.
Did they do anything to the runes in Odyns room? I noticed last week that if your camera angle is tilted at certain angles the colors look differently. Like I've seen the orange rune look red and the green one look blue.
it would nice if telegraphing visuals for abilities were more consistent across the game, you can still have interesting effects layered ontop/behind them but with a visual that's always used for projectiles, stand in this, don't stand in this etc that was always the same colour.
Then we have this insane division between DF instances and the rest of it. Its so clear which belongs into which group mechanically. Most of the old dungeons just dmg for the sake of dmg (maybe with the exception of CoS, but unsure) and apart from that, almost zero INTERESTING/NEW mechanic (no, adding random silences, jumps to CoS mini-bosses is not that. Uldaman is for example). Overall if this is the quality, m+ seasons will fall back to going forward too, then I think I am to find a different endgame because this no longer entertains me. But this season will have consequences either way, I already plan to unsub and the group I usually run keys with intended to do the same, because there is practically no new content to do.we obviously haven't been playing the same game. yeah, there is an insane division between DF instances and the others. DF has massive amounts of damage just to make your healer's life miserable, most of which cant be avoided. while COS, HOV and SMV are all basically easy keys as long as you follow mechanics and don't get hit. but lets look at dungeons like azure vault. second boss, dodging mechanics lessens the amount of damage, but even doing mechanics perfectly the boss still radiates aoe damage to every single person during the add phase. the third boss, the #$%^ the drops frost on the ground if done 100% correctly still drops everyones health by like 65% so you have to be topped off 100% of the time. because right afterwards the boss channels at one person that does massive damage to them and anyone in range of them. and then the phase where everyone has to stand in the bubble, even if you use defensives and follow mechanics perfectly everyone gets hit for 70% of their life total. just for a new round of the frost phase directly afterward. in ruby life shrine, first boss hailstorm is easy to dodge, but the swirly that pulls everyone in and then explodes, even at max range youre still taking 50% of your life in damage. perfectly playing mechanics doesnt do anything. you got the fire elementals in the upper ring, who explode for 50% and then tik for 20% damage every second for 5 seconds, on top of mechanics you can avoid, the dragons who do increasing amounts of radiating aoe damage the lower their health drops, which is horrible to heal. the second boss also has the annoying elemental to explode for aoe damage thats uninteruptable plus the boulders that even if you dodge perfectly still have a chance to hit a wall or terrain and explode one shotting you. and dont even get me started on the electrical storm adds, or the final boss. nokund once they nerfed tornado boss became a joke, as long as the healer picks up 5-6 orbs before its storm starts and everyone stays in range a healer can keep them alive no problem, so the worst part of that dungeon now is the trash around the dragon boss. and we wont even talk about AA. in comparison, the older dungeons are more balanced. reward following mechanics and arent just brutal punishments for healers. Jade Temple being the one exception. IN HOV the worst mechanic is hyrjas storm ability, where is everyone uses defensives, and has either health pots or lock rocks is managable if you play your cooldowns correctly. Fenryr is a joke as long as everyone spreads for his jump/bleed so it doesnt spread, and he is kited in a circle instead of running dirrectly away from your healer. skovald is a joke with almost no damage going out as long as you follow mechanics, and odyns worst none avoidable damage is healed to full once you pick up the proper rune. as i said Jade temple is by far the worst dungeon, with the water elemental adds doing a massive aoe, and leaving a ticking dot on you. but the dot can be dispelled and you can negate the aoe completely by line of sighting it. and even if most of you get hit by it is easily healed by most healers. second boss isnt bad as long as people are switching at the right stacks. the sha adds that explode on death can be lessened by not nuking them all down at once, or using defensives. the healing aborb is more annoying then anything as long as the person that has it dodges other mechanics. third boss is also a joke as long as everyone avoids mechanics, the worst part is the tank buster abilities, but as long as your tank uses cooldowns and the healer dispells immediately its a joke. and sha of doubt is a joke as long as you have mass dispell or a second dispell in the group.
They were fine the way they were people are just bad lmfao