I really love Jaylock threads.
Imo quality > quantity. But im a bit sceptical as MOP dungeons were awefull.
I really love Jaylock threads.
Imo quality > quantity. But im a bit sceptical as MOP dungeons were awefull.
Quality>Quantity, I do hope no one claims MoP dungeons were quality dungeons though
They're supposedly releasing dungeons over the course of the expansion.
I know this is a jaylock thread but I decided to play along. This post will probably be buried and no-one will see it but guys... I did the math!
(i)=instanced boss, (w)=world boss
In BC every raid had one mode:
BC Initial Raid Bosses: 24(i) + 2(w)
BC Total Raid Bosses: 52(i) + 2(w)
In Wotlk most raids had 4 modes:
Wotlk Initial Raid Bosses: 18(i)
Wotlk Total Raid Bosses: 54(i)
In Cataclysm, raids had 4 modes (not including LFR):
Cataclysm Initial Raid Bosses: 14(i)
Cataclysm Total Raid Bosses: 31(i)
In MOP, raids had 4 modes + LFR:
MOP initial Raid Bosses: 16(i) + 2(w)
MOP Total Raid Bosses: 43(i) + 6(w)
In WOD, raids will have 4 flex modes + mythic + LFR:
WOD Initial Raid Bosses: 15(i) + 3?(w)
WOD Total Raid Bosses: ?
Now lets look at Dungeons:
BC Dungeon Bosses: 53 at release, 57 total, 2 modes
WOTLK Dungeon Bosses: 55 at release, 66 total, 2 modes
Cataclysm Dungeon Bosses: 42 at release, 64 total, 2 modes
MOP Dungeon Bosses: 33 at release, 33 total, 3 modes
WOD Dungeon Bosses: At least 31 at release (probably more), ? total, 3 modes
So my analysis is WOTLK clearly had the most bosses (and more modes than BC), Cataclysm dropped the ball on total raid bosses, and MOP dropped the ball on Dungeons (because scenarios).
Please feel free to correct my math it was just a quick count.
Last edited by finskee; 2014-05-25 at 11:48 PM.
You guys know what's lazier than reusing dungeon theme? Reusing The Whole F*cking Dungeon. It makes my head hurt when people praise the reuse of dungeons and whine about old dungeons sharing theme, for gods sake!
You people need to learn to speak with your wallet if you are unhappy with the amount of content Blizzard is or isn't putting out, simply do not buy any gametime or the new expansion if you are unhappy. It amazes me how people still can't grasp this simple concept.
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I don't buy this "quality over quantity" stuff, I really didn't see a rise in quality in MoP dungeons to justify them taking the equivalent of 3 dungeons in TBC, and i'm skeptical I will in WoD.
However, when you make your dungeons huge pointless AoE zerg fests, it's pretty hard to tell if it's quality or not.
But I guess we have to "consume" content in mere minutes now, because everything has to be a low dangling fruit outside heroic raiding.
Last I hard, there are 6 new dungeons and 1 rehash. There is definitely only 1 rehash, but the number of new dungeons might be 7 now instead of 6.
I think 9-10 dungeons is a good number for launch. 2-5 being added later in patches. I do think MoP dungeons were of higher quality than tbc dungeons, but not double. I would rather have had 11 wrath quality dungeons than 9 MoP quality ones. I feel any less than 8 dungeons for launch is unacceptable though, so I'm hoping they add at least one more.
Yes but there are still are not 4 flex modes. We will have:
LFR (uses flex as needed so 1)
Normal (Current flex difficulty, will keep using flex scaling so 2)
Heroic (Current normal difficulty, will start using flex scaling so 3)
and Mythic (Current heroic, no flex scaling)
You can see how this differs from your statement of:
Which seems to imply we would have 6 total difficulties, 4 of which use flex (opposed to in reality where we have 4 where 3 use flex).In WOD, raids will have 4 flex modes + mythic + LFR:
You do realize that there were essentially four unique 5-man dungeons at launch in TBC when taking into consideration reused art assets, textures, models, and objects, right?
And how did you count 15 OP?
I count:
Hellfire Citadel
Hellfire Ramparts
Blood Furnace
Shattered Halls
Coilfang Reservoir
Slave Pens
Underbog
Steamvault
Auchindoun
Mana-Tombs
Auchenai Crypts
Sethekk Halls
Shadow Labyrinth
Tempest Keep
Mechanar
Botanica
Arcatraz
13 dungeons.
they also didn't have to tune for challenge modes back then and most players only use dungeons for valor or to gear up really early in the expac. if the number of dungeons matters to you, you're in the minority, and what do we do to minorities? that's right, we lynch them. so keep it up, im grabbing the rope as i type this shit.
Here's the problems with what you have proposed:
BC: Had plenty of progression in dungeons, just like its predecessor, Vanilla. Raiding was a lot less accessible than Wrath+, so many people mostly did T4 and Dungeons/Heroics (I personally was one of these players, and now I'm bored with HEROIC raiding). There was no LFR/Flex for people to do, so dungeons were really important at the time.
WoD: Has a ridiculous amount of raiding accessibility and progression via LFR and "Normal" (Flex). You can almost jump right into LFR (or even Normal) when you hit 100, and if not, run a dungeon or two to boost your iLevel up enough, then never return to the harder-than-LFR-stuff-that-gives-less-iLevel-loot.
While I do agree that they're getting a bit too comfortable giving us less content (WoD especially, having no new class, race, nor new 'system' outside of the stat squish and the two new stats), Dungeons aren't really going to be too prevalent in the upcoming expansion(s) because of LFR.
Still wondering why I play this game.
I'm a Rogue and I also made a spreadsheet for the Order Hall that is updated for BfA.
I ALWAYS forget about those fuckers, ALWAYS.
OK so that's fourteen at launch, with five essentially unique dungeons. Old Hillsbrad was basically Hillsbrad Foothills copy-pasted, but Black Morass was arguably a new environment even though it was probably all Swamp of Sorrows art assets.