A Short Recap On The WoW Community Council Mythic+ Live Chat

The Community Council had the opportunity to talk with Mythic+ developers Morgan Day, Matt Villers, and Andrew De Sousa. Different topics were discussed in the interview, including Mythic+ Dungeons and Designs, game mechanics, etc.

Design Process Of Mythic+ Affixes

  • The initial goals for Mythic+ affixes in Season 1 have shifted over time. It used to focus on “How can we challenge different roles?” However, those objectives have since been altered.
  • After hearing feedback from WoW Players, devs decided to lean further into broader group involvement concerning affixes rather than continuing with role-specific ones.
  • Players also pointed out that affixes were taking too much attention away from players, sometimes even more than the dungeons. This soon became frustrating, as affixes and dungeon mobs often overlapped.
  • This is why in Season 2, seasonal affixes are not present. Affixes should still present a challenge. However, devs also want them to occupy less mental space in the player’s mind.
  • Devs aimed to launch the new affixes on PTR as quickly as possible because they required numerous iterations.
  • In a sense, brand-new dungeons are a kind of affix. A Season rollover has been implemented for the first time, and they also don’t have mastery.

Would We See Seasonal Affixes Again?

  • The truth is affixes were created in a time in which the dungeon pool was unchanging.
  • They were created in order to shift the usual routing in dungeons. The idea was for them to impact each role in the team.
  • Devs believe they no longer require Seasonal Affixes because the dungeon pool is now diverse.
  • Devs noted “Never say Never” in regards to it returning. The notion of the patch’s “big bad” infiltrating the dungeons has a certain exciting factor, but the current objective is to take a step back concerning affixes.

Old Mechanics Going Obsolete

  • The Dragonflight dungeons received the same measures as the legacy dungeons, including removing or modifying abilities. The gauntlet in the Halls of Infusion has been changed, and packs or mobs have been eliminated in Brackenhide.
  • This was done on purpose to slightly slow down the game’s pacing and give players a chance to settle in.
  • The main goal in Season 2 was to de-escalate both dungeons and affixes so the gameplay would be simpler.

What About Kiss/Curse Affixes?

  • Devs think they need to counteract kiss/curse affixes to guarantee that progressions into a keystone lvl or acquiring an affix won’t make the dungeon experience unchallenging.
  • They are moving in this direction as they intend for dungeons to feel more significant.
  • They also think that for kiss/curse affixes to be effective, they must be fairly transformational.
  • Mythic+ is just one among the many game modes and instances in WoW. That’s why it’s difficult to regulate the results of a buff once you finish a Mythic+ dungeon. For instance, class balance prevented Thundering from granting you haste since some classes value haste more than others. 
  • Without kiss/curse affixes, players are free to use additional items and abilities, such as weapons like Necrotic Wake, barrels from Plaguefall, and the Living Bomb ability from Ruby Life Pools.

Affixes Spawning

  • They’ve implemented a new method for how Afflicted and Incorporeal affixes appear. Although they are still working on it for all affixes, it is intended to provide an improved experience for such affixes, irrespective of the pull size. Storming and volcanic scaling are still based on pull size.
  • There won’t be a 1:1 scale for these affixes. Although certain affixes do have a texture and scale a little more with pull size.
  • This scaling, on occasions, is meant for you to restrain your pulling.

Healer Affixes

  • Affixes won’t inflict damage. They may slow you down, but shouldn’t be able to kill you. 
  • All three of the new affixes are intended to represent more than just a lot of damage being dealt to players.
  • They have been dealing with this for some time, beginning with the Quaking modifications.
  • They are trying to remedy this in the affix rotation. You won’t see Bursting, and Afflicted teamed up together because there were poor healer weeks. You won’t be required to go all in with an additional affix if you already have one that influences your role.

Dungeon Scaling

  • The devs think that mastery and how you gain experience the more you run them is a big part of the appeal of Mythic+. So issues could arise if they were to alter how a dungeon operates with every lvl of difficulty.
  • In a sense, this already happens at the key level, as kicking a Frostbolt at level 5 might not be necessary, but doing so at a +20 could be. Therefore, a shift is inevitable.

Creativity In Game Mechanics

  • The devs have accepted that for the game to keep being fun, they need to implement an infinite scaling mode.
  • That’s why they enjoy it when players use creative thinking to resolve issues within the game.
  • They could step in if it renders the dungeon boring or if it forces you to belong to a particular class to complete it, as this would have more detrimental effects than beneficial ones.
  • They occasionally like for players to discover something they themeselves already noticed, as usually players end up surprising them.
  • For example, they noticed the Azure Vault ring skipping from the beginning. However, they simply chose to let it fly, as it appeared spicy. Players quickly caught on to it too.
  • Snaps have been fixed.

What Things Have Been Tuned?

  • They are examining how to make PTR testing more effective so that keys are run with affixes.
  • Ideally, the game should be set up for launch completely tuned.
  • Devs would prefer to have the game overturned than under-tuned so as not to repeat the Shadowmoon Burial Grounds situation.
  • You might have unintentionally played with one of the developers on PTR in Keys!
  • There are multiple nerfs, such as those that target complexity, health nerfs that target the timer, and simple “hit too hard” nerfs.
  • You can find various kinds of nerfs: those that target complexity, health nerfs, timer nerfs, or simply the “this hits too hard” nerfs.
  • They have methods to check the information after it has been obtained from various sources (forums, word-of-mouth, streams, etc.). As players are intelligent and they aren’t interested in denying them the chance to solve those challenges on their own, they also want to keep an eye on how things develop as time goes on.
  • If possible, they try not to tweak the timer.

Double Dispel Encounters

  • This problem existed with the initial boss Brackenhide, but it has been fixed.
  • That second dispel might be cool, but Devs don’t want to put you in a position where you feel forced to obtain it.
  • Akin to Brackenhide illness, it has been easier to prevent through interrupts, and the penalty has been shifted more toward haste than damage.

Checkpoints

  • Devs want dungeons to feel more like places you can traverse, having natural ways to do it (without teleporting that is).
  • They don’t want players to experience excessively long wait times while in dungeons, nor do they want them to feel like some are extremely difficult. Quite the opposite, they want to guarantee that you can move through them freely.

Solo Q for Mythic+

  • For PvP, Solo Shuffle offers a distinctive twist.
  • There is a sense of expectancy that comes with queued activities. That’s why the matchmaker has a very serious task for Normal+ Raids and Mythic+, not just offering players the resources to discover like-minded folks.
  • They have been looking for new ways to meet expectations because it is one of the main things that leads to dissatisfaction among players. However, fixing it could take a while.

Mechanic Visibility in Dungeons

  • They are doing their best to improve mechanic visibility. They want to keep improving the legacy dungeons, and thus far, they have.
  • They’ve discovered something intriguing in Vortex Pinnacle: clashing colors. They have gone over and changed practically every visual aspect of the dungeon. To improve the contrast between the mechanics and the floor, they modified the map to take place at sunset.

RP in Dungeons

  • They’ve decided to maintain things like the Court of Stars spy event and the Ring of Booty in Freehold as you can master them.
  • Nevertheless, any RP-related content and players will be patiently waiting for an attempt to pull them out. Tazavesh waiting for the stage event or the guard RP at the beginning were eliminated.
  • It is acceptable to take breaks from the action occasionally to drink.

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