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Legion Alpha: Mythic and Challenge Mode Dungeons

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With the alpha moving forward at a steady rate, the dungeons are being stepped up in difficulty! Check out what's new from the latest release!


The first new dungeon to be tested on Mythic difficulty will be Halls of Valor, which can be accessed by speaking to the Nexus-Lord. A blue post confirmed that the Mythic dungeons will work as they did in Warlords, with weekly lockouts and better loot drops than Heroic.

This isn't the most exciting thing, but it looks like dungeons are going to get even Mythicer? More mythic? Mythic+? Blizzard!

Check out the blue post below!

Blizzard Icon Watcher on Challenge Modes


Shortly after this post goes up, Mythic Halls of Valor will be open for testing. You can access it by setting dungeon difficulty to Mythic, speaking to the venerable Nexus-Lord Donjon Rade Sr., and taking him up on his offer to teleport you to the Halls of Valor. If you do that, you'll find a version of the dungeon that's tougher than Heroic, will have a weekly lockout, and will drop better loot once the loot is hooked up. Pretty similar to Mythics in Draenor today.

Nothing to get too excited about, really. Except, hmm... what's this odd Challenger's Pedestal sitting there near the start of the zone? And wait, was that a vendor list on Mr. Rade?

If you purchase a Keystone Container from Donjon Rade, you can create one of three tiers of Challenger's Keystones, which will allow you to tackle more challenging versions of Mythic Halls of Valor, including additional modifiers at higher levels.

When you place a Challenger's Keystone in the pedestal, you'll see the modifiers that it will apply to your dungeon run. If you then click Start Challenge, a countdown will begin, and you'll have 45 minutes to complete Halls of Valor (including a reasonable amount of the non-boss enemy forces present). If you succeed, your Keystone will be upgraded to the next power level (or by multiple steps, if you really crush the timer!). If you're using a fresh keystone (i.e. one that hasn't already been used to start a failed run at that power level), you'll also find a loot chest waiting for you at the end. It'll be empty, but just imagine that it's brimming with delicious loot.

At power level 3, you will see your first affix modifier on the keystone. At level 6, you will see a second.

The two affixes that are active are global and will be the same for everyone on Alpha. Every 12 hours, however, they will cycle to new values; old keystones will likely vanish at that time, and any newly-generated keystones will have the new affixes.

Items will be normalized to item level 845 for the purposes of this test (note: the aura tooltip may not be accurate, but if you check your equipped gear, you'll see it's actually 845). 

Which are the most fun affixes? Least fun? Which are the hardest? Easiest? Who will complete the highest Halls of Valor at the highest keystone level?

 

(source)


So, that's exciting. The affixes detailed above are essentially additions to the dungeons in order to make them more difficult. You can check out further details on them below:

Blizzard Icon Affix Details


Some additional information: There are two "buckets" of affixes.

Available at power level 3+:
  • Tyrannical - Bosses have significantly more health and damage.
  • Bolstering - Non-boss enemies will buff nearby allies' health and damage when defeated.
  • Raging - Non-boss enemies will enrage at low health, dealing double damage until killed.
  • Teeming - Additional non-boss enemies are present throughout the dungeon; kill count requirement increased.

Available at power level 6+:

  • Necrotic - Enemy melee attacks apply a stacking debuff that deals damage and reduces healing received.
  • Volcanic - Enemies cause eruptions of flame beneath the feet of distant players.
  • Skittish - Tanks generate much less threat.
  • Decay - All players suffer damage over time while the challenge is active.

There are currently 8 valid affix pairs, with a sequence that will advance every 12 hours (for testing purposes - will advance with weekly reset in the live game):

  • Teeming/Skittish
  • Raging/Necrotic
  • Bolstering/Decay
  • Tyrannical/Volcanic
  • Teeming/Necrotic
  • Raging/Volcanic
  • Bolstering/Skittish
  • Tyrannical/Decay

(source)

 

This is all well and good, BUT WHAT ARE WE MEANT TO CALL IT? Mythicer Mythic+ Mythical Dungeons just doesn't quite have the same ring to it as Challenge Modes. It looks like the name is only temporary, but it's not the only thing changing. Check out the differences between the new mode and the old Challenge Modes.

Blizzard Icon Naming and Challenge Modes


Final naming is still TBD. Challenge is no longer a selectable difficulty from the drop-down - instead you begin the keystone runs from within Mythic. The old concept of "Challenge Mode" had some core features like gear normalization, multiple timed cutoffs, and no loot awarded, that are no longer applicable. This is really more letting you scale Mythic difficulty up to suit your capabilities, while adding new modifiers along the way to keep the experience fresh. A looser timer exists because there has to be some measure of success and some definition of failure, but the timer isn't the driving purpose behind the entire mode like it was for Challenge.

 

(source)

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