The evolution of zerg dungeon farming

We've all heard the complaints about groups treating the dungeons and heroics of the Wrath era as chores, five- to 15-minute frenzied runs through the place, annihilating everything in the path of five silent, grim harbingers of death. No nuance, no subtlety, and no strategy. Crowd control? Crowds are controlled by their own grim, horrible demises. When considered in this light, these dungeons seem less like adventures and more like unfortunate victims of beings who invade and despoil.
However, the reason for this is fairly simple. In Wrath, dungeons have been wildly successful at two very difficult tasks.
In the time before time
In the original release of World of Warcraft, there were a variety of dungeons catering to characters as they leveled up. Once you reached level 60, the highest level you could reach, there were more dungeons you could run that were designed for the mid-50s to level 60, and there was one raid. There were also large dungeons that you could run in a raid group (Blackrock Spire's upper and lower branches, Stratholme, even Scholomance and BRD at the time of release), if you wished to and could assemble a group. This changed over time, but even today, you can bring a 10-man group to Blackrock Spire if you wish.
The rewards didn't improve, however. The gear in 5-man dungeons (with the exception of a few very rare epic drops like Treant's Bane, the Runeblade of Baron Rivendare or the Blackblade of Shahram) was always the same gear. There were no heroic 5-mans. If you were not running 20- or 40-man raids at that time, the best gear you could hope to acquire by the time Naxxramas launched would be the quest-derived epic dungeon set pieces, some crafted epics, and if you had the fortitude, some PvP gear that at the time had no resilience on it, since the stat didn't exist yet.
Basically, if you weren't raiding, there was a point at which you couldn't possibly improve your gear. And if you were raiding, you weren't interested in 5-mans at all. Past a certain point, there was no reason to go to them. With spending hours clearing trash for rep or possible epics or elementium ore or what have you, you didn't really have the time or inclination to do much else. Simply put, the people with the gear to zerg classic instances didn't often bother; there was no incentive for them to run those dungeons unless a friend needed to get something. If a new guildmate needed an Onyxia key, then you'd see several geared raiders go to BRD and rip the place to shreds.
Dungeon fires burning
The Burning Crusade started to see a shift in the way 5-mans were approached. First came the debut of the heroic dungeon, which meant that all of the new dungeons introduced for leveling purposes would also serve double duty for level 70 players, giving them more options even if they didn't raid. Second, heroic dungeons provided a drop per instance that was about as good as the starter level epics from raiding. In addition to the changes to raiding itself (Karazhan as a 10-man dungeon making a raid of 10 people viable and itemized), this meant that 5-mans were viable longer and gave better rewards.
By itself, however, this innovation didn't lead to 5-mans being zerged, because it was still fairly difficult to assemble a pickup group of five people. There were issues with tanking classes, issues with DPS classes, and often, groups were assembled by players deliberately tweaking the runs so that they would be the only one who could make use of X drop.
Another innovation of the BC-era dungeon was the Badge of Justice. Originally dropping in heroic dungeons and serving as currency for items to help one run the first tier of BC raiding, the badges eventually began dropping in all raids and were useful for purchasing higher-tier epics equivalent to later-tier raids. However, since they still dropped in 5-man heroic dungeons, it became possible for someone running those dungeons to gain epic gear of a much higher item level; as a result, 5-man heroics were worth running even for players in 25-man raid gear, in order to stockpile them for when the next tier of raiding debuted.
When the Fury of the Sunwell patch dropped, many players flooded the Isle of Quel'Danas quest hub to force it to open its badge vendor as quickly as they could on their realms, entirely to purchase the epic items, which were roughly equivalent to the drops available from the Black Temple and Mount Hyjal raid instances.
This definitely increased the level of highly geared players zerging down instances, because there was an incentive to do so. Five-mans by the end of the BC era were an effective way to gear up a character in gear good enough to zerg 5-mans. By near the end of the process, a group so equipped had relative power that no group running 5-man content in original WoW could ever have boasted. The only instance that could serve to challenge these groups was Magister's Terrace, released with Fury of the Sunwell; it dropped gear on normal mode as good as a heroic dungeon, and on heroic, equivalent to the first tier of raiding from every boss.
The Wrath of the dungeon
Almost all the elements of the BC model were present (if in some cases modified) in Wrath. The model changed further by dividing the kinds of emblems one could get into heroism (for heroic dungeons and 10-man raiding) and valor (25-man raiding). As each new tier of raiding dropped, new emblems for that tier dropped; eventually, the lowest tier of available emblems would graduate so that 5-man heroics would give conquest, then triumph emblems, making higher level gear available from vendors.
The combination of making raiding (and thus raiding gear) more accessible, and then making it available to players who never raided via emblem vendors, helped make running 5-mans continually profitable even for raid-geared players. Also attractive for highly geared players were the heirlooms that could be purchased with said emblems.
So we had a system that rewarded raiders for running heroics while also allowing players who never raided to get gear at least comparable to those who did. In each case, said gear was far and away more powerful than that which actually dropped in the heroics (just like the BC model), even with the introduction of new, higher-itemized and more highly tuned dungeons (again, like the late BC model of Magister's Terrace). What really set things in motion for farming heroics, however, was the introduction of the LFD tool.
The LFD tool made grouping easier -- so much easier, in fact, that while players are still capable of putting together a 5-man group and going to the dungeon itself, with the LFD, you could easily be a guildless player who knew almost no one else and still run 5-man heroic content in an MMO with other players.
The LFD tool provided the final piece of the puzzle for heroic dungeon farming to reach its current foment: itemization and rewards available for people of varying gear levels, ease of use, constantly scaling heroics to provide higher and higher rewards outside of emblems, as well as emblems scaling with each tier of raiding, and a means to enable almost anyone to run two or three dungeons in a two-hour period.
Now, while Cataclysm's dungeons and heroics will be harder for a while and are set up with the new justice/valor points system, eventually players will outgear the heroics the expansion launches with. Eventually, new ones with better gear will be released, and eventually, players will outgear those as well. This is not bad. This is, in fact, an accessible and working model. This makes 5-mans viable and rewarding content.
The trick, which I believe Blizzard has shown every sign of working toward, is keeping those dungeons viable and challenging for longer by throttling how quickly gear can escalate. Can the justice points/valor point system allow for rewarding both raiders and 5-man players in an equitable way with its inherent cap system while still motivating players to run 5-mans? Will gear inflation (the result of heroic raid bosses in Wrath) be curbed? We have yet to see, but it looks hopeful so far.
World of Warcraft: Cataclysm will destroy Azeroth as we know it; nothing will be the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion (available Dec. 7, 2010), from brand new races to revamped quests and zones. Visit our Cataclysm news category for the most recent posts having to do with the Cataclysm expansion.Filed under: Analysis / Opinion, Raiding, The Burning Crusade, Wrath of the Lich King, Cataclysm






Reader Comments (Page 1 of 7)
Sleutel Nov 18th 2010 7:07PM
I think this is a great analysis. Time and again, people complaining about how "easy" Wrath dungeons became weren't considering at all how far removed their gear had become from the gear that the dungeons were designed to be run in.
Ilunc Nov 18th 2010 11:09PM
No, they were easy to start with. I almost never wiped at the start of wrath. Ever.
Roboticus Nov 18th 2010 7:31PM
I'm not sure I see it the same way as Sleutel. Even my first character to hit 80 very early in WoLK never ran a single regular dungeon, as the heroics were beyond easy, even wearing all quest greens. Certainly overpowered gear made them even easier (or maybe just faster), but the fact you can run a heroic dungeon successfully in leveling greens makes WolK dungeons VERY much different from the heroic dungeons in BC.
pancakes Nov 18th 2010 7:33PM
As I pointed out in my wall of texts a few comments down, Loken was, at one stage, the most deadly mob in WoW. Take a look at some of the comments on wowhead about heroic bosses posted from patch 2.4.3 (beta) or 3.0.X. You'll notice that at the time, some heroic bosses were certainly not easy.
pancakes Nov 18th 2010 7:31PM
As I pointed out in my wall of texts a few comments down, Loken was, at one stage, the most deadly mob in WoW. Take a look at some of the comments on wowhead about heroic bosses posted from patch 2.4.3 (beta) or 3.0.X. You'll notice that at the time, some heroic bosses were certainly not easy.
pancakes Nov 18th 2010 7:33PM
Curse you comment system and your double posting ways!
ozreece77 Nov 18th 2010 7:51PM
@ roboticus. you are so full of sh%$T. if you were at the beginning of Wrath doing heroics in quest greens, then you were being carried by well geared players as 1) if you were tanking, you were not defense capped and your health would have been struggling to hit 15k health.
2) a healer would not have the mana to heal without drinking every 2 pulls. Maybe a healer could do heroics in all greens if the rest of the group was very well geared.
3) no way a dps would be hit capped in all greens and your dps would be struggling at 1K+
Please dont tell lies on these forums. Or at least admit you were being carried by other players.
nieboh Nov 18th 2010 7:47PM
@Ilunc Well, bully for you. Aren't you just super awesomesauce? I went in with people who are quite good at their classes and we still managed to wipe on more than a few occasions. When our gear was just middling and we were learning the encounter wipes happened (just, apparently, not to you).
Bronwyn Nov 18th 2010 7:47PM
Wow, ilunc, you must have been a superb player, then. Because I remember the dungeons being somewhat difficult, and I remember when it was nigh on impossible to find groups for certain heroics because they were difficult for people to do.
Seriously. Right now the heroics are laughable because everyone outgears them, and I imagine that the people who jumped right into raiding at the beginning of Wrath probably feel that they were *always* easy because they didn't really have to spend that much time grinding them, but you know what? I remember that even in my Naxx-25 geared guild, we had to actually pay attention in heroics like Old Kingdom. We generally didn't wipe, but they still required that we paid attention and play our characters competently, which I don't call "easy"
Honestly, I can't help but think that every time one of us tries to point out that Wrath Heroics were moderately difficult when Wrath launched that someone always comes in to say "Nope, always easy, I never had any problems" just to stroke their own epeen and reassure themselves that their RAGE at Blizzard is well-founded and that everyone else is a scrub.
And seriously. If you never had problems because you were a good player running with other good players, that's great. But please, try to have some perspective and recognize that not everyone playing is you, and that what you think of as "easy" might actually be difficult to someone else. For example, I think that getting out of the fire is easy- but for my legally blind mother-in-law who has to play on a huge screen that she STILL squints at, it's a lot more difficult. I imagine WoW seems pretty easy to a person who's been playing video games since they were six, but people have different levels of abilities and for some, it takes a little longer to learn. I imagine there are a lot more of THOSE people playing WoW than those of us who find the trials of raiding "easy," and I imagine that Blizzard will be going by what's difficult for the majority of people, not what's difficult for the "raiding elite" or whatever you want to call it.
Sleutel Nov 18th 2010 7:58PM
Yes, even at the beginning of Wrath, most of the dungeons were easy *compared to raid content*. But dungeons are *always* easy compared to raid content. (1) They're designed to appeal to more casual players, and (b) having only five players means that even if you were trying to satisfy a hardcore demographic, you still wouldn't be able to use a lot of the crazier mechanics because of redundancy and class balance. I'm talking about the current level of play, where I can pull a dozen mobs and hold them all while the DPS AOEs them down and the healer sighs and buffs their nails. Well before the current tier, healers would sometimes even switch to their DPS offspecs as soon as they saw I was taking almost no damage.
h3lladvocate Nov 18th 2010 8:07PM
Yes, wrath dungeons were "somewhat difficult", but that was it...There were a few instances/bosses that were hardish, but that was it. Loken, H UP, H HoS and H Occ was about it, and only certain encounters from those heroics. The rest were faceroll easy, maybe not faceroll easy for the achievements, but faceroll easy for the loot. In addition, many people didnt even bother running heroics, since Naxx 10 and even 25 could be done in quest gear.
As a BC raider, I know what it was like then. You couldn't do kara in quest gear. You had to farm heroics, do the key chain. Then you could do the first 4 bosses usually. Farm those for a bit, progress passed Curator, and THEN you could do 25mans. And back then, Heroics were HARD. H SH, H SH, H SV, H Arc, H Bot, H Mech, all hard, and not just once boss... Then MgT came out, and that was HARD too. I was in t5 at the time, and you could not pug MgT or its heroic version (mostly cause CC was hard to get in a pug,since only mage/rogue/hunter was real CC back then)
So yea, Wrath heroics were bad. And on the comments of they provide loot for new toons. They need a system where they can detect somehow if you have raided on that account or not. I hate seeing new charactors at 80 in t9 (t10 now that JP are out) who think they are ready to raid and have no clue about raid mechanics. Luckily, Cata instances teach raid mechanics a lot better. Bunch of people gonna get their asses handed to them.
Roboticus Nov 18th 2010 8:15PM
It's funny the anger generated in these comments when someone suggests that something was easy for them.
Recall that the beginning of WoLK did not have the LFD tool, so most dungeon groups were composed of guildies and not random, uncoordinated LFD people we have now. I'm sure the dungeons WERE difficult for people who found themselves in bad groups.
And to the particularly angry one, it was not hard to get defense capped wearing only quest rewards and non-epic craftables. Moreover, I remember that DPS in quest rewards was well over 2k. Perhaps your perceived difference is not the gear?
ozreece77 Nov 18th 2010 8:36PM
@ roboticus. wow dude, more lies.
your original comment was "all green quest rewards" and nothing from regular dungeons. now you say you can get defense capped at 540 with crafted non epics, and all greens. As someone who got 2 tanks to 540 def cap, this is utter bs. Please construct your list of gear that gets you to 540 without using rep rewards and normal dungeon blues as well as crafted. Just normal quest greens and crafted non epics. GL.
either you have a very short memory or you just like lieing on the internet. and if you were getting 2k dps it wasnt on boss fights. How were you hitting the bosses with normal green rewards (again, no rep grind rewards, no crafted gear, no normal dungeon rewards. Just using "green quest gear". your words not mine. Hit rating much?
Barthaes Nov 18th 2010 8:38PM
@ozreece77
I was defense capped before I set foot in a heroic (DK, before the gargoyle runeforge). If you look at rep vendors there are some items with incredibly large amounts of defense rating (before it got taken out...).
My healers could handle more than 2 pulls in a row. I admit that you couldn't zerg the entire first group like you can now in UK, but that's not the point.
Other than a select few (HoS event, Loken, Occy), heroics weren't that difficult, and I don't believe they were really meant to be super hard either.
Barthaes Nov 18th 2010 8:39PM
@ozreece77
Ah, in quest greens - sorry, need my morning coffee =]
Elmouth Nov 18th 2010 8:44PM
Most of the fools saying they plowed trough WotlK dungeons probably either ran with sunwell geared premades or weren't even playing at the start of wotlk.
Also, the big difference here is that when WotlK came out, the community in genaral and elitists were way more experienced with the game than they were when BC came out, thus making the transition that much easier that time around.
WotlK heroics were designed with Tanks having a little bit over 20k hp in mind. We now have tanks with triple that amount. They were also designed for people doing 1k8-2k dps, we now have people doing 10k+ making it 5 times more.
I'm sorry, but the dungeons are fine, its the gear inflation that made them a complete joke, just like running BC heroics in WotlK gear (which have around 3 to 5 times the stats) makes them a joke as well.
At the end of BC, people in sunwell gear were plowing trough heroics. Someone pretending this is new and unique to WotlK simply shows that he was a mediocre player back in BC.
Frank-potato Nov 18th 2010 8:59PM
Actually, you don't have to go so far as the beginning of Wrath. When ICC opened and those 3 new dungeons opened, I remember very clearly how people wiped in Halls of Reflection, because of the massive healing and aggro problems people had with the waves. And let's not forget the second boss of FoS who nailed every group trying to zerg it to the ground with his Mirrored Souls. Personally, I agree with the article for the most part, except that I think you shouldn't be allowed to have the same gear as a guild-less PuG, than as a hard working guilded raider. But that's just me. XD
Mr. Tastix Nov 18th 2010 8:56PM
@Roboticus: Don't change your story, bro.
You said "quest greens", not non-epic craftables or blue quest rewards.
To put a long story short, say these words out loud: "I got carried, lawl."
Sleutel Nov 18th 2010 9:00PM
@Barthaes
"I admit that you couldn't zerg the entire first group like you can now in UK, but that's not the point."
No, actually, that *is* the point. That's exactly what we're talking about here, 100%.
Elmouth Nov 18th 2010 9:03PM
Double-post due to lack of edit button.
Don't forget to also add mana-efficiency to the equation here. In Vanilla and BC, one of the main reasons I'd have to take a break was to either let the clothies drink because they ran OOM or because I had to drink myself (being a pally tank). These quick 1 min breaks (sometimes more because someone always stands around and starts drinking late for some reason) made the runs that much longer, let's say you had something like 60 pulls in the dungeon, you'd need to make a pee-pee stop every 3-4 pulls on average. Thats 15 mana breaks troughout the dungeon. 15mins (or possibly more) added to the run time simply because of mana troubles.
With WotlK came the Divine Plea syndrom, where everyone has mana return abilities and never needs to drink, ever (unless you're somehow doing it wrong, in which case its very easy to just lag behind for a bit and drink up while the rest keep moving).
The Zerg has way more behind it than just dungeon conception.