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Lack of 5 mans is the final nail in the coffin for me among a myriad of other issues I have with the game and the upcoming expansion. The game is just going in a completely different direction than what I enjoyed originally playing and I no longer plan to buy the expansions and play it anymore. Their decision to focus more on things like scenarios, LFR, dailies, etc is just not appealing to me and not what I originally enjoyed about WoW which were dungeons, exploration, world events, etc.
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Well more dungeons and raids will be added thoughout patches. I miss the TBC days because they had some awesome story lines that led to the raid-end bosses. I'm quiet exited about this new expansion and what they will offer.
Can we PLEASE take off the ridiculously oversizeed rose tinted goggles on some peoples faces? During BC everyone wanted Wrath for the massive changes to the crapfest it was. Heroics were HATED because of how stupid they were at launch, where if you didn't have cc on your character you had to spend an extra 1-2 HOURS to find a group willing to take you (shamans, paladins namely).Even then they took so long that you didn't want to gear or play anything else through them.
Having a few nicely made dungeons is fine by me, after a dozen or so runs on a few characters I won't visit them again, will just get my valor cap doing dailies or doing LFR, least in those I can make a decent chunk of cash.
i'm glad they don't spend more time on 5 mans. they're fun for a bit, but they get stale quick. i'd rather they spend more time creating other types of content. i'ts good they are planning to do just that.
The only dungeon TBC didn't have at release was Magister's Terrace.
Most people do not realize the talent and skill it requires to be in a top guild. Many of you think its only about time invested, but that couldn't be further from the truth.
2. They are moving towards world events, not away from world events.
3. How does LFR require time and effort? It's the same instance with lower damage and less abilities.
The scenarios part I totally agree on but the rest of your statement is pretty much the complete opposite of what Blizzard is trying to move towards.
Best recipe for dungeons is fast runs 10-15 mins average, I fucking hate those dungeons where you have to wait for something to activate before you can continue, Siege of Niuzao Temple is a good example of that, such a shitty dungeon, I just want to control how much too pull, not be limited by blizzard.
Temple of the Jade Serpent and stormstout brewery is my favorite dungeons, there is some rpg elements but in most cases you can clear them so fast, which is fun.
Although I don't totally hate scenarios, I feel like they were just added in as a throwaway. A lot of people used to like running 5 mans to farm their valor or justice points and to farm rep(with rep tabards), but in MoP a lot of people stopped running heroics a few months into the xpac because it just got boring doing the same ones over and over. I think blizz dropped the ball by not adding 1 or 2 new dungeons in a previous content patch. And with the additions of the timeless isle, new level 90s go straight from green leveling gear to 496 gear, and straight into lfr.
They could've easily turned a couple of the personal scenarios on the isle of thunder into 5 mans. The whole key run zone(treasure trove of the thunder king) could've been a nice 5 man....
What doesn't destroy us, only makes us stranger
People stopped playing MoP dungeons because they are so pisspoor easy and more linear than a CoD campaign.
Also some of them have stupid mechanics.
Last edited by Daisho; 2014-01-25 at 02:44 PM.
1) More dungeons with similar art styles or fewer, more visually individualised dungeons... difficult choice (assuming entertaining encounters in both cases, of course).
Personally I'd rather they went with the TBC style. Why?
It's one thing to get, say, AuchenaiCrypts one evening and then ManaTombs the next, and quite another to get, say, GateOfTheSettingSun two days in a row (due to higher chance of it getting randomly picked from the smaller instance pool). At least in the first hypothesis you at least get different bosses & different loot (and, while not that noticeable, a slightly different layout and atmosphpere).
The more you increase the number of days, the more this effect amplifies.
Another advantage of the TBC system was that they could vary difficulty between all those dungeons to a higher degree.
2) If I remember right, when designing dungeons for TBC they debated between the BRD style (long, many bosses, maze-like ramifications) or the SM style (central hub with several wings, more streamlined, shorter). They went with the second because of how popular SM was in Classic and how painful BRD used to be (yes, even if you enjoyed it, it was a pain to finish).
From that, we went to shorter dungeons in general (Wrath), to less important and fewer dungeons in general (Cata) and now to only a handful of short, streamlined, facerollable, barely-meaningful-at-end-level pieces of garbage. 5mans were my favourite content in WoW and nowadays even I find them nothing more than a chore and would rather just sit in a city playing bejeweled.