After the rough start I had with delves at The War Within's launch, I slowly warmed up to them over time, and have in fact been really getting into them this season. I completed the seasonal reward track much faster than last time, and also got Brann to the new level cap of 80, after not even hitting the previous companion level cap during Season 1. I'm currently working my way towards the achievement to complete all delves on tier 11 as every role. Tank's all done, dps is mostly there, and healer still has a way to go, but it's only a matter of time.
Blizzard took an (in my opinion) interesting approach to the new season with delves. While they added two new ones, and they are bountiful more often than the old ones, the old delves are still just as valid as a means for gearing up. I still remember when they added the two revamped troll dungeons back in Cataclysm and how burnt out people got on them due to the reward structure encouraging you to run just those two dungeons over and over again. It's nice to see that the devs have learned from some mistakes over the years.
In fact, they put a surprising amount of effort into giving the old delves a seasonal refresh as well, by adding lots of new (mostly goblin-themed) variants to them. I'm still not sure whether I've already seen them all, as Blizz made the strange decision to just add them to the existing "stories" achievements without requiring you to actually tick them off if you already completed the achievement in Season 1. I guess it makes sense to not make achievement hunters lose points (even if temporarily) but as someone who primarily views achievements as a way of keeping track of what I've done and what I haven't, the lack of an actual new achievement to track has been rather unhelpful.
They also made some changes to various delve mechanics, seemingly in an effort to make them less annoying based on player feedback from Season 1, but I've mostly got mixed feelings about those. The addition of the goblin vendor to the underwater delves who sells you underwater breathing for a hefty markup feels like a tacit admission that the "run through air bubbles to keep breathing" mechanic is not very fun and that people just bought underwater breathing potions to simply negate the whole mechanic anyway. It's still much cheaper to bring your own potions than to pay for the goblin's services, but it's helpful if you find yourself running out of consumables due to deaths or simply find yourself at the entrance of the delve realising that you forgot to buy potions entirely.
The way candles and totems were changed from an item you carry with you to a consumable buff that you plop down where you want them to sit feels like an adjustment to the reality that people were always dropping the candle/totem anyway to be able to move freely during combat, but I miss being able to pick it up again for moving, as the new system basically forces you to move in the dark/through poison a lot, which I'm not a fan of.
I also dislike what they've done to the spores in Fungal Folly and Mycomancer Cavern. I actually really liked the way they were a risk vs. reward mechanic in Season 1, where I actually enjoyed aggroing them and dragging them onto enemies to use them as an additional source of damage. Now they are no longer attackable or move, plus their damage to mobs has been dramatically reduced (if they even still do any at all), so they are just a nuisance that means you can't stand still for too long in certain spots.
And the new web mechanics in the Nerubian delves are just more annoying all around, whether it's the little unkillable egg things that you have to keep hitting every so often or else they'll cover the whole floor in webs again, or the respawning flying web spreaders that you can't fully prevent from dropping webs on you at the most inconvenient times.
Of course, the biggest change to delves this season is that Brann was given a tank role. I'm still not entirely clear on why he was only able to support you as dps or healer in Season 1 anyway. I thought it was very telling when I saw someone comment in a discussion about this topic that duh, he can't be a tank because that would completely trivialise the content. This is amusing to me because it does align with my own perception that tanks in modern WoW are way too overpowered. However, I didn't think it was a sufficient explanation because the devs seemed to have similar concerns about healer Brann and worked around those by making it so that he does relatively little direct healing but instead just plops down all these healing potions that the player has to actively pick up.
It's interesting to see WoW wrestling with these sorts of companion issues when I've mainly been playing Star Wars: The Old Republic for the last thirteen years, which has had permanent companions since launch. The SWTOR devs did seemingly also have concerns about companions being overpowered at launch, as healer companions were originally much more limited in what they could do. Specifically they were pretty good at rolling heal-over-time abilities on multiple players at once, but their biggest burst heal put a debuff on the player that prevented that person from receiving another burst heal for fifteen seconds or however long it was, meaning that companion healing was very hobbled compared to that of an actual player. After they threw all of that out the window with the big companion revamp of the 4.0 expansion, healer companions in particular did indeed become very OP, and it's been a long-running complaint that this makes content too easy/prevents new players from learning how to play because their healer comp will just heal them through absolutely everything.
Anyway, I digress - let's return to tank Brann. I tried him out relatively early on and my first impression was mostly positive. It certainly was a lot more fun when doing delves as a healer to actually be able to stand there and heal than to constantly kite and hit self-preservation cooldowns because everything's always aggroed on you no matter what. He did seem to take a lot of damage, way more than a player tank would take under the same circumstances, but I figured that was fine as a way of making the healer work for it in a way that aligned with their play style.
Then Blizz decided to nerf him massively, increasing his damage taken by 60% (among other things) because the spec had "simply proven to be too powerful when players hang back and just focus on healing him" aka when you simply play a healer as intended. This was a massive facepalm moment, though they did roll some of those changes back later on I think.
Either way, I've actually found that tank Brann's biggest issue aren't damage numbers but that his general behaviour can simply be extremely erratic and buggy at times. When he works as designed, you aggro a couple of mobs, he rounds them up around himself, and you spam heals on his rapidly dropping health bar until all enemies are dead.
In reality though, I've found that pretty much in every other delve, there'll be a situation where he rounds up the mobs you pulled but then decides to charge off into the next group of mobs... and the next one... and the next one... until you've aggroed way too many enemies and end up wiping. Playing a priest, I've tried to use Leap of Faith on him on those occasions to pull him back, but he immediately runs off again and there's nothing you can do to stop him. At first I took this in stride and joked about how he was training you up for bag pugs, but it's happened so often now, it really feels like this should be something that should be avoidable. In dps and heal mode, there are safeguards in place so that if/when Brann decides to randomly drop an AoE on a new mob group you didn't even want to pull, they just ignore it unless you engage them in combat yourself. I'm not sure why tank Brann is allowed to pull all over the place and doesn't follow the same model.
In rarer but no less infuriating instances, he'll do the exact opposite and just decide not to do anything at all. Just this morning I did a Tak-Rethan Abyss, and on the last boss, Brann just refused to engage for some reason. He somehow held aggro, but barely took any damage and did absolutely none himself. Do you have any idea how long it takes to kill a tier 11 boss with a lot of movement requirements by yourself as a holy priest?! The fight lasted for about fifteen minutes until my concentration finally failed me, I stepped on a mushroom and got one-shot. I then changed Brann's role to dps and on the next attempt we killed it just fine, but not until after I'd subjected my husband to a lot of ranting about what an absolute maniac and "bearded menace" tank Brann was.
I can only hope that Blizzard will be able to fine-tune his performance over time, or even better, that they'll give us some means of actually controlling him in the future. I presume that there are additional concerns here that this might make him too OP or be abusable in some way, but being unable to stop him from pulling or to make him attack when you're in a fight and he just twiddles his thumbs is way worse in my opinion.



















