Battletag: Chris#23952 (EU)
Warlock
They really don't need to be. Like every other class added in an expac before it, it has been testable since the earliest alpha built and because of the novelty a very large number of beta testers have been playing the class. They are getting their feedback. If the class is a bit broken for a few weeks before DF goes live they might make some fixes then but that's it.
The last two Season 1 Dungeons are Shadowmoon Burial Grounds and Halls of Valor.
Happy about SBG, even if it has some tough sections, but Halls of Valor is such a snorefest.
And still many people thinks there are only 4 new dungeons. I know there are totally uninformed people that are surprised patch is coming next day, but we are talking about ones that are invested enough to follow and comment on wowhead articles.
I mean, honestly, it's only WoD that has fucked up loot tables, because of the way they did dungeon loot, where every dungeon essentially shared loot and trinkets were just stat sticks.
The only dungeon from WoD that had somewhat interesting loot was UBRS.
But yeah, modernizing loot would be great. Comparing trinkets and even gear with effects from Legion and BfA to stuff from WoD/MoP makes it really lop-sided and annoying.
Same with necks and rings having main stat. It's stupid.
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I mean, I can see where people are coming from.
After the first two weeks of the expansion, there are pretty much gonna be four new dungeons.
No ones gonna run the other dungeons outside of leveling/quests that require them.
Or how often did you run Theater of Pain in Season 4?
If we do indeed have halls of valor in season 1 I want blizzard to update Hyrja so it's not randomly killing dps in your group during tyrannical weeks.
Does anybody else feel like this new season design takes away even more from the world building aspect? We are on the Dragonflight isles and suddenly go back to Halls of Valor to retrieve the Aegis. Jade Serpent ... ?? Feels more and more like Diablo 3 Season 27. On top of that we only get 8 Dungeons AGAIN which, quite frankly, is just not enough. 10 is the minimum imo to get a good rotation going.
If they repackaged old Dungeons through the Caverns of Time by making new Dungeons but with the old assets it would be fine by me. But this copy paste and changing numbers feels so lazy and immersion breaking. Cant really stand it even though I understand why they're doing it. They always come up with these ludicrous design decision why something can't work or is designed this way and explain it with their "lore" and "makes sense" reason. And then they do something like this with 0 reason, lore why we are going back there in the first place. More design for esports less for the MMORPG player. Terrible way of implementation.
Last edited by Arai; 2022-09-14 at 11:23 AM.
My personal headcanon is that we have to timewalk back there because the infinite flight messed up the timeways and made it so that our original dungeon group didn't arrive. Basically Caverns of Time: TotJS/CoS/HoV/SMBG. Similiar to season 4 and the Dreadlords trying to manipulate stuff (although the WoD dungeons were kinda weird haha).
The fated raid quests also imply that someone tries to mess with the timelines already, although it's weird with Shadowlands as time should work differently there anyways.
Also imo 8 Dungeons is the golden number. Season 3 felt far too overwhelming for new players.
Last edited by Lady Atia; 2022-09-14 at 11:30 AM.
Does M+ in general even have any 'lore'? Even back before we started going back to old dungeons, what exactly was the immersive and lore-friendly reason that we took these keystones to these places that we've already been and then did the shit that we already did, but harder and as fast as possible so our keystone would be more empowered when we picked it back up at the end? How did seasons "build the world" to begin with, let alone start taking away from it now that we're doing the same shit, just super elsewhere instead of just locally elsewhere?
Pretty sure M+ was always bronze Dragonflight shenanigans. The fact that the Keystone is a bronze hourglass seems like a fairly large tipoff.
Might even have been offhandedly mentioned as the lore reason some time way back in Legion.
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You don't really have any reason to do dungeons at all outside M+ though, even more so now that the expansion is basically over.
Mythic dungeons will likely be needed for profession reagents, so i imagine many might rerun all the DF dungeons, and not just the M+ ones.
Still, the reason to split the dungeon up like this is likely to ensure that not many run the remaining four dungeons outside once or twice for story purposes, or in general for gearing at the start of the expansion like usual. That way when Season 2 begins you have a fresh set of dungeons to run instead of just doing the same ones again.
The world revamp dream will never die!
I mean, Season 4 literally has a lore reason why we go to those dungeons: The defeat of the Jailer sent the Dreadlords into a panic and we are sent out to capture them to interrogate them.