FEEDBACK: Kargath Bladefist (Mythic Highmaul)

Forum Avatar
Game Designer
#1 - Sept. 4, 2014, 7:03 p.m.
Blizzard Post
Please use this thread to share feedback on the Mythic difficulty of Kargath in Highmaul.

Once the zone is open, Nexus-Lord Donjon Rade (in Stormwind, Orgrimmar, Shattrath, Dalaran, Vale Shrines, or your garrison) will have a chat option to teleport you into Highmaul. Assemble your group, set the raid difficulty to Mythic, and then use that option to enter.

Please refrain from using any silly scaled-up items (or at least let us know in your feedback if your raid was doing so) - we're in the process of fixing our scaling tech so that old items will be ignored, but in the meantime, let's try to keep feedback constructive. Uploading and linking to a log parse at Warcraft Logs, or any similar site that can handle 6.0 logs, would also be quite helpful.
Forum Avatar
Game Designer
#17 - Sept. 4, 2014, 8:52 p.m.
Blizzard Post
09/04/2014 12:09 PMPosted by Blackmonk
Isn't there some kind of internal raid team that is supposed to be testing these bosses before they get to Beta tests? Feels like the bugs from trash and in the fight (sweeper) would have been really easy to identify.

We made changes to these two mechanics late last week, after seeing Raid Finder testing. We wanted to establish a stronger gameplay connection between Vul'gor and his sorcerer adds, and we wanted a more tangible and intuitive reason why you got knocked out of the stands after a certain amount of time. Those changes were made right before this build was generated, and weren't adequately tested internally. Apologies for the inconvenience, but we did ended up getting lots of good data and feedback on Kargath once everything was sorted out.