What is the new Season 3 mythic dungeon affix like?
Hazzikostas: Beguiling represents the minions of Queen Azshara invading the dungeons of Kul Tiras and Zandalar. There are three types of handmaidens that will be present in a variety of pulls in different configurations from week to week.
There's one that has shadow power, one that is arcane, and one that is frosty. They have fun, different effects that will change the way you approach certain pulls. They'll make it so that certain pulls that you probably haven't done in the last five months, because you always skip them, you might actually have to do.
In many places, the non-boss enemies are kind of the meat of the dungeon and bosses are highlights, but it's rare that you kind of get stuck on a boss, or that overcoming a boss is an area of major concern. Whereas, in Operation Mechagon, the bosses often feel more like small raid encounters. They can be a few minutes long. They can be something that you actually have to learn from, strategize around, improve upon, ultimately overcome.
There are also some potentially hidden challenges in there, for the more mythic-raiding types who want to push themselves. Folks may remember Nightbane from Karazhan. The intrepid explorers of Mechagon may find something along the same lines here.
on par with the Normal mode raid, and then scaled up a little bit beyond that. There are some special things available that are another tier above that, in particular for players who are looking to customize and upgrade their punch card trinket they're gotten from Mechagon. Some of the most powerful punch cards are going to be found in the dungeon. Just as we did in Return to Karazhan, I think there will be a couple of items in here, whether they're trinkets or other things, that are attractive to people pretty much regardless of their play style or the other content they're doing.
I think there are some changes underway, looking at frost death knight resource pacing in particular, and the way Breath of Sindragosa plays out for them. Some changes are in place in PTR and the team is currently getting feedback and looking iterating on those.
But beyond that, I think players shouldn't expect a full overhaul to really be something that happens in a patch and in a new expansion update. There were some exceptions to that in Legion, just because Legion reinvented so many specs, rebuilt them from the ground up out of the gate. Some were more successful than others, and those that were on the less successful end of the spectrum warranted more substantial reworks.
Changing something as fundamental as the rotation of specializations or the resource flow, or removing abilities and adding new ones, that's actually an incredibly jarring experience. It comes with great costs for people who are just coming back, looking to jump into the new content, who find themselves having to relearn the class. That's the sort of change that is best received, and that we try to couch, within the broader sweeping changes that come with the new expansion -- where there's a gear reset, a whole new progression system coming into play, and so forth.
So while we're always going to continue to look at underperforming talents, or a specific area where there's some very narrow problem to be solved with a class, something as broad as "let's reconsider the way this flows," or the way the resource generation and consumption model works for the spec, that's almost always going to be off the table for a content update like this.