As @dCaptain pointed out there is planned raid testing on the 13th of October :/
So the strongest bet is patch release after Hallow's End on October 31st-November 1st
As @dCaptain pointed out there is planned raid testing on the 13th of October :/
So the strongest bet is patch release after Hallow's End on October 31st-November 1st
I'd expect it as soon as Turbulent Timeways end or maybe even the week after.
I like these kind of phases, I just don't get why they have to be Mythic only. As long as they don't completely change the story like Highmaul, they are OK with me. I'd just have them be available at least in Heroic as well.
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They can always be applied by hotfix.
By that I mean phases that completely transform the fight. Usually these secret phases have completely different mechanics and significant alterations. Ragnaros, Sha of Fear or Garrosh' hidden phases just work very differently to the rest of their fights and imo with fights meant to be that long, I appreciate adding new mechanics to simply forcing us to face significantly crazier overlaps (which often means the fight changes completely as your gear improves). You are right that they'd stop being hidden then. I just think that some times Heroic doesn't really get interesting mechanics because they are reserved for Mythic only while more forgiving versions of those mechanics could absolutely work on Heroic as well.
So I’ve been more-or-less completely disengaged with WoW for the past few months. Anything interesting pop up in the interim that I wouldn’t find on the main page or Wowhead?
It was very regrettable what they did with Cho'gall in non-mythic Highmaul. One of the best use of mythic only phase to me was Argus in which they redefined half the fight for a challenge that works very well and does not betray the story or didn't feel forced. I could very well see something similar being applied to Fyrakk.
P.S.: Argus mythic phase was badly used in Shadowlands in my opinion. I would have preferred them not using the red form
I'm not against more variation within fights, though I feel like there's a threshold at which it sort of stops feeling like a fight and more like a series of different encounters chained together because phases are so completely different. I feel (entirely conjecture) like this sort of thing also contributes to a fight feeling "long" or really arduous when doing progression pulls, like there's "more" to get through even if the time and mechanical complexity is similar on a straightforward attack the boss fight.
Last edited by Nymrohd; 2023-09-18 at 09:52 AM.