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Dragonflight Season 4 Details

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Blizzard has provided more details about the upcoming Dragonflight Season 4!

Highlights

  • Blizzard is making changes to dungeon progression and rewards in Season 4.
    • Heroic dungeons and rewards will move up to the current level of Mythic +0. The minimum item level requirement for these dungeons will go up accordingly.
    • Mythic +0 difficulty and rewards will be increased to roughly the current level of Mythic 8-10.
    • The existing M+ system will pick up where that leaves off, such that a Mythic 5 in Season 4 is roughly equivalent in difficulty, rewards, and M+ rating awarded, to a Mythic +15 today.
  • Crest and Flightstone rewards are changing to match the same difficulty with only some minor adjustments.

More details and examples can be found below.

Blizzard Logo(Source)

Dragonflight Season 4 brings with it a variety of changes, including new adjustments to dungeons, their progression, and rewards.


In the Player Feedback Loop

As a part of ongoing development in Dragonflight, the development team identified three issues to address based on community feedback regarding the dungeon system as it is:

  • Heroic dungeons are barely distinct from Normal dungeons at maximum level, and that distinction mostly only matters during a few days after players first reach max level.
  • "Mythic 0" dungeons rapidly lose relevance a few weeks into an expansion, once the M+ season starts, with occasional exceptions for the weekly event quest.
  • The only truly endgame dungeon mode (M+) currently revolves around a timer. This means that other than new mega-dungeons, there isn't really a place for endgame players who enjoy a more methodical dungeon pacing and gameplay.

Given the combination of two underutilized difficulties, and a gap in meeting player demand, we're restructuring dungeon difficulty and rewards in Season 4:

  • Heroic difficulty and rewards will move up to roughly the current level of Mythic 0. These dungeons will remain available to queue into via Group Finder (default hotkey: “I”), though the item level requirement to queue will also go up accordingly.
  • Mythic 0 difficulty and rewards will move up to roughly the current level of Mythic 8-10 (this is a bit hand-wavy - numerically it's close to M10 but not having a timer at all or affixes really offsets that quite a bit).
  • The existing Mythic+ system will pick up where that leaves off, such that a Mythic 5 in Season 4 is roughly equivalent in difficulty, rewards, and M+ Rating awarded, to a Mythic 15 today.

Here's a visualization of the change (light blue circles represent where new affixes appear, going from M2/M7/M14 in the current world to M2/M5/M10 in the new one):


No Timer Like the Present

Season 4 changes will apply to all eight of the Dragonflight dungeons. As a part of these adjustments, we have a few goals in mind:

  • Recalibrate core difficulties to align with seasonal player experience and progression.
  • Serve the community who enjoys dungeon content but feels that Mythic+ content isn’t for them due to the pressures of taking part.
  • Create a better environment in Mythic dungeons to prepare more players to take part in Mythic+.

One of the most notable changes players can look forward to is the removal of the timer for Mythic Keystone dungeons for what are currently 0 and 10. Players can run through these dungeons at their own pace without the need to watch the clock while still honing their skills.

Here’s a look at the changes for each difficulty: 

  • Normal
    • This difficulty is unchanged.
  • Heroic
    • The tuning and rewards of this difficulty are increasing to be equivalent to a baseline Mythic (Mythic 0) dungeon in the current system.
    • Mythic difficulty changes and mechanics will not be present in this difficulty.
    • This remains a queueable experience.
  • Mythic
    • The tuning and rewards of this difficulty are increasing to the equivalent of a +10 dungeon with affixes in the current system.
    • There are no timers, affixes, or limitations on changing specializations or talents while in the dungeon.
    • The goal is to create a mega-dungeon like difficulty for this experience. This difficulty should present a meaningful challenge and provide commensurate rewards without the pressures of the current Mythic+ system.
    • Mythic 0 is still on a weekly lockout under this model.
  • Mythic+
    • The Mythic+ system will have rewards up to level 10, with +2 starting from what would regularly be a +11 in the current Mythic+ system.
      • A +5 should be as hard as a +15 and +10 should be as hard as a +20 in the current Mythic+ system etc.
    • Affixes would slot in at +2, +5, and +10
      • +2 - Fortified/Tyrannical
      • +5 - Entangling / Incorporeal etc.
      • +10 - Bursting / Bolstering etc.
    • Dungeon ratings should be equivalent to what they represent in the current system.
    • There should be a smaller range of keystone levels to find groups for, and more meaningful progression between each level.

To the Victors Go the Spoils

It’s important to note that the basic structure of dungeon rewards is not changing significantly, so what you would have earned for completing a Mythic 0 will be earnable in the Heroic difficulty dungeon instead. Here is a basic rundown of what you can expect:

Initial Upgrade Level

Item Level 
(S3)

Dungeon Awards
(S3 End-of-Run)

Dungeon Awards
(S3 Great Vault)

Item Level
(S4)

Dungeon Awards
(S4 End-of-Run)

Dungeon Awards
(S4 Great Vault)

Explorer 1/8

415

   

454

   

Explorer 2/8

418

   

457

   

Explorer 3/8

421

Normal Dungeons

 

460

Normal Dungeons

 

Explorer 4/8

424

   

463

   

Adventurer 1/8

428

Heroic Dungeons

 

467

   

Adventurer 2/8

431

   

470

   

Adventurer 3/8

434

   

473

   

Adventurer 4/8

437

Mythic 0

 

476

Heroic Dungeons

 

Veteran 1/8

441

Mythic +2

Heroic Dungeons

480

   

Veteran 2/8

444

Mythic +3 & +4

 

483

   

Veteran 3/8

447

Mythic +5 & +6

 

486

   

Veteran 4/8

450

Mythic +7 & +8

Mythic 0

489

 

Heroic Dungeons

Champion 1/8

454

Mythic +9 & +10

Mythic +2

493

Mythic 0

 

Champion 2/8

457

Mythic +11 & +12

Mythic +3

496

Mythic +2

 

Champion 3/8

460

Mythic +13 & +14

Mythic +4 & +5

499

Mythic +3 & +4

 

Champion 4/8

463

Mythic +15 & +16

Mythic +6 & +7

502

Mythic +5 & +6

 

Hero 1/6

467

Mythic +17 & +18

Mythic +8 & +9

506

Mythic +7 & +8

Mythic 0

Hero 2/6

470

Mythic +19 and up

Mythic +10 & +11

509

Mythic +9 and up

Mythic +2 & +3

Hero 3/6

473

 

Mythic +12 & +13 & +14

512

 

Mythic +4 & +5

Hero 4/6

476

 

Mythic +15 & +16 & +17

515

 

Mythic +6 & +7

Myth 1/4

480

 

Mythic +18 & +19

519

 

Mythic +8 & +9

Myth 2/4

483

 

Mythic +20 and up

522

 

Mythic +10 and up

Crest and Flightstone rewards are changing to match the same difficulty  with only some minor adjustments.

  • Flightstone earnings for any given Mythic+ will match the equally challenging Mythic+ from previous seasons. This means that a Mythic +2 in Season 4 will give the same number of Flightstones as a Mythic +12 in Season 3 currently does. The rewards will continue to match difficulty, even if what we’re calling those difficulty changes.
  • Bonus Flightstone awards for increasing any party member’s Mythic+ score remain unchanged.
  • Whelpling Crests are no longer available from Mythic+ dungeons, as those difficulties no longer exist. Players can continue to collect Whelpling Crests from many outdoor sources.
  • Players will earn 10 Drake Crests on successful completion of a Mythic 0 dungeon, as there is no timer to beat.
  • Wyrm Crests will be available in Mythic +2 to Mythic +5 dungeons in the same quantities as existing Mythic+ dungeons.
  • Aspect Crests will be available in any Mythic difficulty from +6 and up, also in the same quantities as existing Mythic+ dungeons.

We believe these changes provide new opportunities for players to experience Mythic and Mythic+ dungeons while providing additional challenges for endgame players in the future. We look forward to your feedback and we’ll see you in the dungeons when Dragonflight Season 4 goes live in the future.

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3 minutes ago, Dreamcatcher said:

Great changes specially change to relevance of heroic dungeons

now give us DK rework

Man, I'd love a DK rework. Runes feel so bad with how slowly they recharge and, yeah, there's a lot of ways to recharge them but base rune recharge rate just feels bad when evoker essence is basically the same thing but they recharge much faster.

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17 minutes ago, Q said:

Man, I'd love a DK rework. Runes feel so bad with how slowly they recharge and, yeah, there's a lot of ways to recharge them but base rune recharge rate just feels bad when evoker essence is basically the same thing but they recharge much faster.

You misspelt Monk

  • Haha 1

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Am i the only one who is confused of how they positioned that chart?? or am i too tired to understand it ? 

The lower bracket part ! 

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10 minutes ago, Dejo93 said:

You misspelt Monk

Didn't know monks used a recharging resource like evoker essence, thought they were given energy and discount combo points or mana.

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DK Rework? What spec? Blood is insanely strong, frost and UH are competative and have really great raid utility, having a 20% DR as a DPS is insanely strong.

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1 hour ago, calledyouout said:

DK Rework? What spec? Blood is insanely strong, frost and UH are competative and have really great raid utility, having a 20% DR as a DPS is insanely strong.

Frankly, I'd be happy with them decreasing the recharge rate of runes to be more like evoker essence and either making DnD bigger or reducing the cd, at least for blood, so they can always have it up given the number of talents that only function while standing on it. Maybe get rid of DnD for frost since they already have remorseless winter and add the cleave effect from DnD to that for them.

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So the difficulty goes to the older system for which I remember in Legion\BFA. Really cool! Since I came back to play in February I always thought the current M+ is way too easy in general. Great, only what we need is the date, because I'm overly bored from the current rotation and already put aside the game. 

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Yay! More watering down of end game content. First it was welfare gear now they turn Mythics up to +10 into a stroll through the park.

When does the Raid community get to endure horrible players that break keys because you can't tell who's who anymore? When do their mechanics get watered down to the point that any mouth-breather can act like they're good while everyone else is bored to tears?

I'm sorry that not everyone will progress beyond a certain level. However, that does not mean it's okay to punnish those that excel for an irrelevant self-esteem boost to the masses.

End game dungeon content is supposed to be hard-core. Not the endless squaredance this is a raid. SMH.

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