Mythic+ Season 2: Faster Dungeons
Created by Admin -
Mythic+ Season 2 dungeons are now much faster to run: doors open the moment a boss dies, waves spawn as soon as the last one is down, and the long roleplay walks are now runs.
Faster dungeons
- Doors and gates open the moment their boss dies. Shadowfang Keep's Courtyard Door, Sorcerer's Gate and Arugal's Lair door now open on the kill.
- No more waiting on roleplay: the next wave spawns as soon as the last one dies, and scripted pauses and intros no longer hold up the run.
- Long roleplay walks are now runs, so escorts finish much sooner:
- Shadowfang Keep:
[Packleader Ivar Bloodfang] and
[Deathstalker Commander Belmont] after
[Baron Ashbury] - Hour of Twilight:
[Thrall] - Blackrock Caverns, Firelands and Zul'Aman escorts and gate events
- Shadowfang Keep:
- Throne of the Tides: the Defense System opens without waiting.
- Well of Eternity: Illidan no longer pauses between steps.
- Zul'Aman: the Hex Lord opens his door when he dies, and Vol'jin's gate event starts on its own.
- Hour of Twilight:
[Arcurion] opens the ice wall when he dies. - Grizzlemaw: the Ice Walls no longer block keystone runs.
- Vortex Pinnacle, Grim Batol and Stonecore: slipstreams, drakes and doors now open after the right boss.
- Deadmines: boss kills now count for the dungeon, so its doors open and Captain Cookie and Vanessa's note appear.
Bosses
[Slabhide] no longer has an air phase and can be attacked as soon as you reach him, without his long flying intro.
Enemy forces
- Shadowfang Keep: every enemy now counts for more, so about 40% less trash is needed to reach 100%.
- Well of Eternity: every enemy counts for 1% more, so 100% is much easier to reach.
Trial of the Tower
- Each portal sends out all 20 of its enemies at once.
- The start countdown is 1 second instead of 5, and enemies appear within a second of reaching a portal.
Keys and rating
- Monsters are now as strong as in Season 1 at the same key level, plus 25%. Season 2 keys had scaled far too fast, for example +20 bosses with billions of health.
- There is no longer a key level cap of +60: keys go as high as you can push them, as in Season 1.
- Rating is now 10 points per key level, as in Season 1. Season 2 runs already played have been rescored with the new values.
Dungeon fixes
- Grim Batol:
[Drahga Shadowburner] calls
[Valiona] at 30% again and no longer stays immune, so the dungeon can be completed. - End Time: the two Echoes picked for your run now count as bosses, whichever two they are:
- End Time: enemy forces are rebalanced so 100% can be reached with any pair of Echoes. Echo of Tyrande counts for 35% and her moonlight waves count too.
- Bosses with huge health no longer get stuck just above a health threshold, so their phase changes happen on time.