They should've just made 3 new dungeons giving 516 gear(lvl 471 req) and upped SoO LFR requirement to 505.
That way people could've at least learned to play their class for more than 2 minutes before queuing.
Some of my favorite aspects of the last 3 expansions (minus MoP) were the late heroics added to fuel the story. Magisters was fun when it hit (trinket boss was great). The ICC heroics were challenging at first and helped add to the story. And I LOVED the heroics at the end of Cata. Running around with Illidan, etc. was great.
This expansion is just terrible for that sort of content. Very few dungeons. Too many scenarios. Challenge modes are kinda fun, but valor and transmog is all they give.
I really wish they would add a new dungeon or two every major raiding tier release....or at least one and maybe a scenario.
i miss the oculus.. and wotlk dungeons. shit was fun even to raceroll over.. except the argent tournament.. that was terrible.
I remember there being a sense of satisfaction at clearing a dungeon. Especially when the concept of heroic was still pretty new and the curiosity was peaking about how challenging these "new" dungeons were.
When you actually got a legitimate chance at winning some epic-level gear from the end boss of a heroic dungeon, you knew it was worth it. Magi/Warlocks used to go crazy for that staff out of heroic Sethekk Halls in preparation for Karazhan. Anyone who remembers the Sun Eater out of Mechanar? All the tanks and would-be tanks farmed the shit out of that dungeon for it every day!
which obviously was great design Rose Colored Goggles Activated
if you want a challange do Challenging content heroic dungeon isnt designed to be 1 of them
blizzard said themself "heroic" is just a name its basicly stand for max level dungeon
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And you're also correct in that the current definition of a heroic 5 man is inconsistent with how the term "heroic" is used to apply to raiding.
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Pvpers have to accept the fact that they'll lose about half their games. And in pve victory is almost always inevitable. But I don't see why ANY failure is unacceptable just because its a 5 man.
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I'm 100% for easy matchmade dungeons and challenging premade dungeons. (And we actually have this, with CMs.)
I'm rather against challenging matchmade dungeons.
I find challenge modes to be deeply unsatisfying. On its own, the dungeon isn't terribly challenging at all. Adding 'challenge' by making you chain pull through it and use crap like invisibility potions to skip pulls is not very fun to me. I'd rather the dungeon just flat out be difficult to complete using all the skills at my disposal, as heroic raids are.
More difficult that Cataclysm early dungeons and we all know how quickly they have been nerfed.
I wouldn't mind harder CMs (with or without timer, I'm not really fan of the timer thing), but CMs as they are right now would have been a huge fail if it had been available for matchmaking (even without timer).
I think looking back honestly at Burning Crusade though what made those dungeons hard was just how limited your characters were, and how threat generation and aoe threat were dramatically lower. Tanks didn't have 3 major and 2 minor cooldowns. Warriors had shield wall on a 30 minute cooldown. Taunt had a 15 second cooldown and was melee range. It's not that the dungeons themselves were complex in any way.
It also helped that naked orcs in Blood Furnace punched tanks with 12k hp for 7k, so you could CC or just get outright globalled.
Last edited by Nitros14; 2013-10-28 at 06:19 AM.