Because wiping 5 times and spending 2 hours in a dungeon is great gameplay right?
It always happens with a noob tank or crappy healer. Its not fun and not the most time effective way of playing your hour or two a night session.
I like them being streamlined. I can't stand dungeons like Uldaman and Blackrock. I'm not a noob who requires everything handed to me, but I simply don't have a labyrynth fetish and I get lost easily. I'm afraid I am directionally challenged and I even get "left" and "right" mixed up
I will say that I don't like the new raid layouts though, with portals everywhere. I've gotten more familiar with HFC and places feel disconnected from each other. ICC I liked, as it felt you were in a citadel. In HFC, I'm not at all getting that feeling.
If you didn't get my statement was an example of other dungeons that were rushed through, stop commenting on it.
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1. Vanilla dungeon sets were valuable because epic loot drop was scarce in raids and you needed to meet the gear cap. However most people I raided with, completed the tier 1 set first and never the dungeon set. Only Fire resist items were mandatory to get to meet FR requirements.
2. This is false. They never added new dungeons in vanilla after the final bunch were done, which was before BWL released. The only way to get higher gear was to raid or craft certain slots. The only real gearing dungeons, except DM, were 10-15 man runs. Gear was scarce because loot drops were meant for 5 people.
3. 5 man epic sets were the first catchup mechanic added almost at the end of vanilla. During 90% of the content you didn't have those sets available. Which by the way, were shit compared to even molten core gear.
Vanilla had no 5 man progression. Everything was a stepping stone into raiding since to kill bosses in vanilla you only needed one thing: gear.
Last edited by Allenseiei; 2016-05-04 at 05:12 PM.
While they didn't add dungeons after Dire Maul and Maraudon (in the patches before BWL was released), they did revamp Silithus just before AQ to add 5-man gearing content, and they added the Tier 0.5 dungeon set upgrade quests in the patch after AQ's release (which functionally included some new dungeon content as quest events).
Tanaan Jungle, Mythic Dungeons... Yes, apparently it is good. IIRC, due to how bizarre itemization was back then, that gear in Silithus was also sometimes the best possible piece, and significantly better than anything in a dungeon. I might be thinking of the outdoor raid summons, though, not the 5-man pieces.
Anyway -- I don't agree with the person to whom you replied only in their conclusion -- it never went away. There's always been a continuation of small group content throughout an expansion in some form. Later on it was even more explicit (additional higher difficulty dungeons, new daily hubs with group content).
Graphically speaking, the new Scholomance is nice looking, but it's overdone in my opinion. I prefer the old one. I understand the intent on making dungeons more linear. Some people want a faster run nowadays, while others do not. I mean the type of player base that exist today is different. Anyhow, from what I remember of the old dungeons is the sense of exploration. Diremaul is a good example of this. The secret passage ways that connected the entire place was something else - inside and outside of the dungeon.
The order halls are nothing like the garrison at all, besides having the Follower system implemented or the artifact being tied to it with perks. Other than that, there's motive to leave it and be out in the world doing stuff.
This has been going on for the entire lifespan of the game, and something people should be use to by now.
"Oh no, I wont be able to overpower my opponent!" The change was necessary. I'd rather be on a level playing field, then be gimmick by additional bonuses.
i like the dungeons where you have a chance to explore it slightly rather than a to b
the dungeon that comes into mind was old school wailing caverns, and sunken temple, BRD...
Emperor Runs man!!!