BC had 3 Hellfire Dungeons using the same resources that looked exactly the same and played like linear corridors to the point where if they did it again players whining about "rehash" would still complain. Then they did the same with Tempest Keep. And Auchindoun. And Magister's Terrace. And several of the raids.
Yeah, BC was the king of quantity < quality. What's this thread's point again?
Maybe i am one of few, but who cares about visual design. Same with the new models. Could not care less.
Only because they had the same theme, they still were different dungeons. Different backgroundstory(not that i care about it).
I admit they made it themselves easy with the rehash of architecture, but thats not the point.
Fighting 4types of "Auchidon evils" > fighting 1x bunnies and 1x apes.
You're going to get bored from seeing a certain artstyle over and over again since those places will be on farm. Nothing more visually disappointing than seeing art used over and over again.
At the end you're just comparing TBC mobs to MoP mobs, which isn't relevant.
Apparently you don't care about backgroundstory, new models or visuals. Why did you make this post?
I'd rather they just make good dungeons, i don't care how many for all i care 6 are enough.
As long as they are good.
While I'm very much looking forward to WoD, I'm going to say a thing or two in defense of BC dungeons. Yes many of them had similar assets, but they didn't feel like the same dungeon to me. The three hellfire ones had a unifying theme but shattered halls didn't feel rehashed to me after having done ramparts. The bosses were unique and often challenging. As for them being linear cooridors, let's be honest all the MOP dungeons were linear as well, same as the cata ones for the most part.
With the advent of challenge modes, scenarios and more accessable raids through flex and lfr I don't think we really need 15 dungeons for a launch.
As for dungeon count it seems to be 7, I read about six new ones and a redone UBRS for heroic. The thing that DOES bug me about the dungeons is it says there will only be three of them available leveling from 90 to 100. I tend to only do dungeons once for quests when leveling and do most of my leveling in quests, especially when there's so much lore to find in a new ex pack, but this is going to really suck for people that like to spam dungeons to level, having just 3 to last 10 levels.
And don't forget that Wrath did the same exact thing with 5 mans. Oculus/Nexus, Utgarde dungeons, Halls of Stone/Halls of Lightning, Azjol dungeons, Drak'tharon/Gundrak.
Did we just conveniently forget about that? Oh, and Cata? Gram Batol/Blackrock Caverns, Uldaman dungeons, Zul'aman/Zul'Gurub rehashes.
I guess we'd rather have more unique dungeons like Stormstout Brewery...
Last edited by Phumbles; 2014-01-25 at 04:53 PM.
Okay, lets think this through here.
Were those 15 dungeons in BC memorable? No! Only four of them I can remember enjoying!
Were those 7 MoP dungeons memorable? Absolutely! I enjoyed every inch of them!
How many years will you keep creating these passive aggressive threads, Jaylock?
Since BC dungeons were such crap using the same assets (four sets in total), of course there's more of them. Half the bosses were upscaled bloodelves saying the same thing anyway.
That said, I'd prefer Blizzard to cut down their 5man quality significantly (you may snort, go ahead, look up the difference in modelling, texture-work, scripting, and so on) to maybe WotLK or maybe Cata standard. <10 dungeons IS NOT ENOUGH to keep them relatively fresh.
I'd be fine with going back to themed hubs with multiple wings. But I'm so goddamn tired of hearing how BC had so many dungeons. Ya, and quality-wise they are garbage compared to today, regardless of whether or not you enjoy them.
Last edited by MasterHamster; 2014-01-25 at 06:08 PM.
Generally, players are utterly incapable of designing a good game. Devs giving everyone what they think they want kill off their game very quickly.
Have the end boss drop a single epic and a rare or two like in the heroic BC dungeons. Make the heroic mode difficult, so players have to work to get to that boss. Don't skyrocket the damned item level from tier to tier like in MoP, so those heroic dungeon epics will not only still be useful throughout the expansion but the heroic dungeons won't be faceroll at the end, either. They'll be easier at the end, of course; but if your hardest heroic dungeons can be steamrolled and almost soloed -with players ignoring most mechanics- at the end of the very same expansion, you done fucked up hard and probably need to take a long hard look at your development planning.
Enough with content (and gear!) that is virtually disposable and worthless three months after it's out. It's a waste of resources, a waste of money, and it's frustrating for players (and for the devs as well I'm sure).
Last edited by nekobaka; 2014-01-25 at 07:02 PM.
Hellfire: 3 dungeons - same style
Zangermarsh 3 dungeons - same style
Terrokar: 3 dungeons - same style
Netherstorm: 3 dungeons - same style
(Generally, but none of them are close to being unique)
That's why it had more.
"In today’s America, conservatives who actually want to conserve are as rare as liberals who actually want to liberate. The once-significant language of an earlier era has had the meaning sucked right out of it, the better to serve as camouflage for a kleptocratic feeding frenzy in which both establishment parties participate with equal abandon" (Taking a break from the criminal, incompetent liars at the NSA, to bring you the above political observation, from The Archdruid Report.)