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
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Reader Comments (Page 3 of 7)
Nina Katarina Nov 19th 2010 8:24AM
I thought that the 4000 point cap was temporary, and would be removed once Cataclysm launched? ISTR a blue post somewhere about it. They don't want people saving up enough points that they can step into a full set of 342 the moment they hit 85. As it is, with 4000 you can buy 2 pieces, but you'll have to grind up the rest of them.
seso Nov 18th 2010 7:18PM
What a thoroughly interesting article! As someone who only reached the level cap in Wrath, I never got to understand fully what was involved in gearing up just to try new content.
Don't get me wrong, an upgrade is an upgrade is an upgrade, but finally understanding where we've come from to what we all play today was genuinely insightful. I applaud Matthew for helping the Wrath Babies understand their roots (even if it is just me in this situation!)
Personally, I would love it if there were more articles like this. Not necessarily 'news' as such, but features on how the game is the way it is.
Moloth Nov 18th 2010 7:16PM
In my opinion, the LFD tool is the greatest boon to gameplay that WoW has ever implemented. It literally got me to renew my subscription and play again. The ease and fun of both seeing heroic content AND being able to (eventually) buy Epic gear was just too good to pass up.
yeah, you can get cruddy groups, but you can also make fast (if fleeting) friends. :)
Magma Nov 18th 2010 7:32PM
Less fleeting with addition of real Id cross realm chat :P
Ice Nov 18th 2010 7:47PM
For me its two edged blade. Specially now with even wider battlegroups.
Sure, the speed you get in is nice.. the tool is decent its just the people in it. It has its flaws that I think make the dungeons way too not so much enjoyable..
First about the people.. Noone talks. ever. Everyone just goes along.. silently. It really killed the social aspect of the dungeons. I would really like to see what happens on cata because of that. Even on beta I'm like "Hey you know what to do?" and noone ever talks about anything. Its really getting too scary.
For me LFD made dungeons feeling rather scary. I get feeling people are "extremely bored of running same instances for 2 years and couldnt care less about people who they do them with with grumpy face".
I think when talking about LFD and how people use to run dungeons CC/damage/healing wise we should also talk how it has been changed socially. In LFD-era it really went to "Fastfood instances, get in, get out. Dont make eye-contact. Dont talk. The less you talk the less trouble you get in" while in stuff like vanilla people who didnt talk were considered rude or oddballs and were most lilkely kicked becuase noone wants to do dungeons with grumpy faced silent guy.
LFD needs fixing so that it actually makes instances more enjoyable at same time. No, I dont say it should have some limit "you must talk during the run". But there needs to be more tools, like warning system "You have been given warning by group members" because some are way too blind to see caps locked text on the damn party chat to stop pulling mobs when everyone is almost dead.
Also I really shouldnt be worrying at end of boss that "Whos gonna blatantly ninja loot and leave the group second after this time?" Wheres the consequences? Theres NONE. You get ignored by 4 people? Big deal, you just got epics or 50g worth of items or better yet 200g worth of enchant mats (think of early cata for example. Ninjaing item and DEing it for massive profit with no punishment whatsoever).
Big thumps up for incoming guild groups and benefits that encourage it. More social dungeons, less grumpy silent people.
MusedMoose Nov 18th 2010 7:54PM
Seconded. I leveled a character to 80 shortly after patch 3.2 hit, and the utter drudgery of doing daily quests for rep just so I could get one new item eventually made me quit playing that character. (I have a deep-seated loathing of the Scarlet Crusade, but c'mon, I can only take down their stupid griffins so many times.) The next character I started leveling was in her early 70s when 3.3 hit, and I swear, I've enjoyed the game a ton more since then.
The beauty of the LFD tool is not only that it makes finding groups easier, but that it makes it so everyone gets to see the dungeons and experience more that WoW has to offer. Those two characters I mentioned above? Hardly saw any BC dungeons beyond Hellfire Peninsula, hardly saw any old-world dungeons either, save for what my friend could drag me through with her paladin tank. I know I'm getting a hell of a lot more for my money now than I was during the pre-LFD days.
All in all, very interesting and insightful article, Mr. Rossi. Thank you.
MusedMoose Nov 18th 2010 7:53PM
Seconded. I leveled a character to 80 shortly after patch 3.2 hit, and the utter drudgery of doing daily quests for rep just so I could get one new item eventually made me quit playing that character. (I have a deep-seated loathing of the Scarlet Crusade, but c'mon, I can only take down their stupid griffins so many times.) The next character I started leveling was in her early 70s when 3.3 hit, and I swear, I've enjoyed the game a ton more since then.
The beauty of the LFD tool is not only that it makes finding groups easier, but that it makes it so everyone gets to see the dungeons and experience more that WoW has to offer. Those two characters I mentioned above? Hardly saw any BC dungeons beyond Hellfire Peninsula, hardly saw any old-world dungeons either, save for what my friend could drag me through with her paladin tank. I know I'm getting a hell of a lot more for my money now than I was during the pre-LFD days.
All in all, very interesting and insightful article, Mr. Rossi. Thank you.
Groth Nov 18th 2010 8:58PM
@ Ice, I know what you mean, but there are times when the social side rather gets in the way. If I'm tanking, then I'm not typing- I'm using my keyboard for tanking.
I'll happily chat to guildies on vent, but the social side suffers until a healer dc's and I'll wait for them to come back online.
In terms of how that affects the game- I use my guild for chatting socially, and LFD for dungeons where I concentrate. I've wiped before because the tank and healer were having such a good chat that they ignored the pat who chewed straight through us DPS and then the healer. There are double edged swords all around.
kaminari Nov 19th 2010 12:47AM
i think is more because of the way dungeons are runned right now (zerg fest), since everything is rushed, if things slow down in cata it will leave more room for the social aspect, and the need to plan CC etc might encourage this.
also it willl be interesting to see if a we make an universal meaning for the lucky charms or if it'll be decided every run
Ice Nov 19th 2010 11:48AM
@kaminari
Thats sort of true. On 80 cata instances there was still those "4 people" that said absolutely nothing whole run even when asked do people know anything about boss X (which they didnt). Despite what people paint on walls the starting instaces are not one of those "CC or wipe" trash or "the boss is pain to heal/tank". Its basically like doing UK, mobs dont kill clothies that pull aggro and bosses are tame.. they are starting instances tho so its expected.
But by the time you get to 85(or earlier in some cases) and have to CC etc peoples social level changes somewhat. Sure, theres still people who might just "sheep star. go" only thro whole run but the people there were helpful when they KNEW you almost have to comminucate with others or you would be stuck in the instance for hours..and you actually want to finish the instance for testing and loot.
It really shows too. When you get to HC like Vortex pinnacle people go silent because its just so damn easy. Easy content = no social interaction. Its easier than something like nexus ever was on HC. Heck, our tank soloed the 2nd boss from 25% (and the bosses have like 6 million health) due others failing at some confusing mechanic. I mean what now? Soloed HC boss? Yeah ok..
nikdaheratik Nov 19th 2010 12:31PM
I remember "soloing" the last boss in Heroic Shadow Labs because no one could "get" what you needed to do for Murmur. Of course, I was on a druid tank and there were places where you could stop and heal yourself.
emberdione Nov 18th 2010 7:25PM
Well done!
I do love how people forget back before LFD when it took 3-4 hours to get a group together and even then half of the people weren't geared well enough to be there. I would much rather have a 15 minute zerg run of Old Kingdom than the previous 2 hour wipefest.
We are also at the end of an expansion. Things *should* be easy. The problem would be if they don't get hard for a while when we hit 85.
pancakes Nov 18th 2010 7:23PM
Nice read.
In my opinion, the biggest issue with WotLk heroics wasn't that they weren't difficult, it was the gear inflation, & the fact that that gear was available to everyone. Availability of gear, on its own, is not a bad thing, but when gear levels escalate to the extent they did in wrath, coupled with the large number of players with access to said gear leads to trivilisation of boss mechanics in heroics.
An excellent example of this is heroic Loken. For the first few weeks of wrath, he was far & away the most deadly mob in WoW because so many people struggled to run away from his lightning nova thing. Now, with such large health pools, as well as healing & damage output means that in most PuGs these days, you'd be ridiculed for attempting to run away when he casts it.
Boozard Nov 19th 2010 1:00AM
memories of me and my guildies wiping on skadi would like to contest the statement "loken was the deadliest mob".
but yeah, i completely agree gear inflation was out of control in wotlk. i wrote this before.. in my opinion, TOC5 broke the game. the availability of epic gear equal to or better than entry level raids via a rather easy and quick to finish heroic meant everyone would soon outgear all the heroics... not to mention that ilevel 200 purples were farmable in normal mode. ICC5 further worsened the problem though atleast HHOR was challenging for a bit.
i know GC said that raid bosses were going to scale with our gear level in Catac so that no raid boss is ever outgeared. i don't know if that's pushing through but i'm kinda hoping that it would and it could be implemented in heroic mini-bosses but to a smaller extent.
Boozard Nov 19th 2010 1:04AM
memories of me and my guildies wiping on skadi would like to contest the statement "loken was the deadliest mob".
but yeah, i completely agree gear inflation was out of control in wotlk. i wrote this before.. in my opinion, TOC5 broke the game. the availability of epic gear equal to or better than entry level raids via a rather easy and quick to finish heroic meant everyone would soon outgear all the heroics... not to mention that ilevel 200 purples were farmable in normal mode. ICC5 further worsened the problem though atleast HHOR was challenging for a bit.
i know GC said that raid bosses were going to scale with our gear level in Catac so that no raid boss is ever outgeared. i don't know if that's pushing through but i'm kinda hoping that it would and it could be implemented in heroic mini-bosses but to a smaller extent.
pancakes Nov 19th 2010 1:17AM
When I say loken was the deadliest mob, i mean that there was a list of various statistics up on the official site, and loken was on the top of the "most deadly mob" list by a very large margin. A wowinsider link on the matter: http://wow.joystiq.com/2008/12/04/loken-the-most-dangerous-mob-in-the-game/
Boozard Nov 19th 2010 1:32AM
i was just trying to be funny while agreeing with you heh. skadi owned us hard. we just probably knew better than to try to take on loken.
double posts... pfft.
pancakes Nov 19th 2010 2:40AM
You can't joke here! This is a blog about WoW! Serious Business!
Yeah, I know, I didn't mean to sound so stern, I'm just overly aggressive.
Tushar Bharadia Nov 18th 2010 7:23PM
Bloody Sun Eater, I never did see it drop, even after I picked up King's Defender.
Lemons Nov 18th 2010 7:32PM
"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."
Ummm, how? Would they just have to lessen the power gap between tiers? That would kind of suck working your ass off learning an entirely new tier with new instances and bosses to gain only marginally better gear.
"Woohoo. I got [Deathwings Claw] and I gained 5 dps!"
"Gratz dude, now working on this hardmode for 17 weeks was well worth it"