Mythic+ Season 2: Faster Dungeons

Created by Admin -
Mythic+ Season 2: Faster Dungeons
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:
  • 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.