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 5 of 7)
protosk Nov 18th 2010 8:30PM
as have been playing beta for not that long. I'll say the newest premades roflstomped through the near impossible heroics of a month ago
jfofla Nov 18th 2010 8:35PM
For some reason today's WOW player thinks they look cool when they scoff at content as "faceroll".
I remember not being able to complete Heroic Violet Hold when we got the Voidwalker Boss. Loken was a back breaker for a Holy Paladin.
I know it is very uncool to admit Wrath Heroics were hard at first, but they were.
Skarn Nov 19th 2010 3:20AM
Tribunal of Ages in HoS could be pretty mean and so could Skadi in UP.
styopa Nov 18th 2010 8:35PM
Honestly, I just fear the agony of the PUG runs in a post-Cata world:
- mobs have more hp, are harder to kill
- healing is far less burstable
- cc is required - no more crowdtanking
- people no longer grossly overgear the content
Don't get me wrong, I'm looking FORWARD to the challenge of the instances, I miss difficulty. I'm NOT looking forward to the qq-learning curve; for pete's sake, gs 4000+ can wipe on heroic oculus, I sincerely fear trying to get these people to be patient and learn cata instances.
Harvoc Nov 18th 2010 8:35PM
Very informative article Matt! As for the subject discussed, I agree with previous poster Chris that instances during the Burning Crusade were the best times of WoW in the aspect of dungeons. My fondest memory of Burning Crusade was doing Shadow Labyrinth and actually having to use crowd control on a mob. It made me feel so awesome inside when my group cleared a pull because our mage's Polymorph and my Wyvern Sting (I'm a hunter) effectively made our instance so much easier and less stressful. And personally I enjoy a few wipes or two on content because it makes the feeling of finally beating that content so much more enjoyable as well as bonding your group together when you put your heads together to come up with a new strategy. I agree with previous posters Ice and Skorpo on their opinion that instances now are all quiet and mind-numbingly repetitive. I really loved the social aspect of WoW (I'm an introvert in real life) and now much of that is gone when I run instances, something that I really enjoy. Hopefully Cataclysm will relieve much of these problems.
Xantenise Nov 18th 2010 8:39PM
I'm not a raider. I'm on an RP server on an American timezone, because there's no oceanic RP server, so even if I wanted to be a raider I wouldn't be able to sustain it forever because most raids start mid morning my time. (I'm in Australia.) I loved my RP far more than any raiding, so I never moved nor cared to.
In Wrath, over the period of 6 months, I did a heroic every single day for my two frosts as well as the weekly, then in a few weeks I'd have enough for a new piece of T10. Only towards the end did I learn that VoA dropped frost badges as well, and started farming that too.
As a result, in late September or October (having dinged 80 at around February and made the daily habit in May or so), I finally had my fully geared, T10 mage without ever having set foot in ICC, almost entirely made out of heroic badges. It only took half an hour every day, with the occasional extra hour a week for non-ICC weeklies.
As a non raider, I was pretty happy about that. I even outgeared some raiders (but of course, couldn't get heroic T10), and as anyone on top of the damage metre will tell you, it's certainly an ego boost. :P But while I'd like to be able to get my almost-top-tier gear again in late Cata (since it was due to how late I started in Wrath that I was able to get that gear), I know it's not very practical.
So instead I shall get my gear as I can, and allow the raiders to have the good stuff as they deserve.
Still, it'd be nice if we got rewarded for persistence again like I did.
Vogie Nov 18th 2010 9:21PM
I think the next stage of farming will be cyclical bosses - Basically a combination of VoA and VH. Not so much a random selection, where there's a chance your boss may never come up, but a "season" setting - 4 of these 6 bosses will show up for 2 weeks, out of 18 bosses total - so there are thereabouts of 21 different seasons.
I could also see a rise of objective-based dungeons. Sure, you're still killing dragons, but you have to escort the lowbies from point a to point b, or save the princess, or be left to die, and burn down the walls to escape. With the invention of the LFD random setting, they could also create dungeons that can ONLY be accessed at random, not queued for. These could be for profession stuff, straight lore, straight carnage, or even CoT-style old instances hyped to 85 heroic-level.
I just hope they won't be more event-based objectives, mostly because Brann needs to die.
MrTuesday Nov 18th 2010 9:31PM
People can't say the wrath heroics weren't hard all they like. I remember people pestering me trying to get me to help them finish their heroic after the healer couldn't handle it. Seemed like it was almost every single day.
MrTuesday Nov 18th 2010 9:34PM
It'd be so awesome if you could actually delete your own comments. Downvote please.
MrTuesday Nov 18th 2010 9:27PM
People can say the wrath heroics weren't hard all they like. I remember people pestering me trying to get me to help them finish their heroic after the healer couldn't handle it. Seemed like it was almost every single day.
fallemwarrior Nov 19th 2010 11:27AM
One word...
occulus
nuff said
ChaosInc Nov 18th 2010 9:43PM
I'll take hard, strategic dungeons vs. 5 minute heroics any day. Too many crybabies have been spoiled by the "AoE pwnd tactic" for getting their gear. I look forward to these same whiners to ragequit when they actually have to count on CC to complete a dungeon. As for "old school" dungeons and such, even T2 gear you couldn't simply pull half of UBRS and AoE it down unless you were very skilled. And yes, before the trolls tear that apart, our guild became quite efficient at clearing UBRS/MC in T1 gear, so I'm not "jealous" of anything.
Although they have the ingredients right, they seem to have a knack of being too heavy on one of them in each expansion. Hopefully they will get it right in Cata, or it's going to be another boring AoE grindfest for badges that everyone will get tired of 3 months down the line. Fortunately, from what I've heard and seen, it's looking good.
Tabasa Nov 18th 2010 10:07PM
The main problem I have with the current state the instances are in is more the mindset it encouraged and the bad habits it rewarded.
There are people now who treat every instance, regardless of what the gear level is, as if they massively overpower it. For older instances, sometimes the change in gameplay mechanics alone is enough to make it "okay" for that kind of playstyle. Sometimes it's not and people wipe, and then start yelling about having wiped.
The LFD tool made getting things a lot more accessible. It also killed common courtesy for a lot of people, especially in lower level runs.
"Why should I wait for the tank to make pulls themselves? They should be chain pulling anyways, and if they can't pull aggro back they suck."
"Why should I watch what I'm pulling? The healer can keep up, the dps can just aoe. Looting? Drinking? Who cares. We're halfway through the instance already, who needs it?"
"Why should I have to pay attention while healing? If the tank can't take damage, their gear must suck. Toss a hot on them and alt+tab and do something else."
"What, other people don't like what I'm doing? Pfff. I'll never see them again anyways, screw 'em."
No, not all groups are like this. Yes, these people existed before the LFD tool was around. But even in PuGs with people you had never met prior to the system, there was an incentive to be a decent person and to play well (which meant more than hitting high numbers on the DPS charts), because if you impressed people with being a good player, or even just fun to group with, you'd likely get put on people's friends lists and get sought after when they needed a person to fill a group at a later date. The problem post-LFD is that there's no disincentive for avoiding that kind of "screw the others" behavior. It's even rewarded, since they still get their badges at the end of the run regardless, and being an ass to one group has next to no impact on any future attempts to get into anything. Sure, maybe they'll get kicked once or twice from a group unwilling to put up with things like that, but for the most part the rest of the group sucks it up and puts up with them for the run rather than get back into the queue (especially if the person in question is a tank or a healer).
The system works wonderfully for what it's intended to do, no arguments there. There's no denying that there's been a -very- negative side effect that's come with it, though. It's not necessarily the fault of the system itself, but rather the people using it.
The return of challenging instances (whether the ease of the current ones is by design or gear inflation is irrelevant) will hopefully do a lot to kill off this kind of behavior, since it will be much harder to try to just brute force through things. I just hope that kind of mindset doesn't persist in spite of the content, or using the tool early in the expansion will be painful.
Tabasa Nov 18th 2010 10:07PM
The main problem I have with the current state the instances are in is more the mindset it encouraged and the bad habits it rewarded.
There are people now who treat every instance, regardless of what the gear level is, as if they massively overpower it. For older instances, sometimes the change in gameplay mechanics alone is enough to make it "okay" for that kind of playstyle. Sometimes it's not and people wipe, and then start yelling about having wiped.
The LFD tool made getting things a lot more accessible. It also killed common courtesy for some people, especially in lower level runs.
"Why should I wait for the tank to make pulls themselves? They should be chain pulling anyways, and if they can't pull aggro back they suck."
"Why should I watch what I'm pulling? The healer can keep up, the dps can just aoe. Looting? Drinking? Who cares. We're halfway through the instance already, who needs it?"
"Why should I have to pay attention while healing? If the tank can't take damage, their gear must suck. Toss a hot on them and alt+tab and do something else."
"What, other people don't like what I'm doing? Pfff. I'll never see them again anyways, screw 'em."
No, not all groups are like this. Yes, these people existed before the LFD tool was around. But even in PuGs with people you had never met prior to the system, there was an incentive to be a decent person and to play well (which meant more than hitting high numbers on the DPS charts), because if you impressed people with being a good player, or even just fun to group with, you'd likely get put on people's friends lists and get sought after when they needed a person to fill a group at a later date. The problem post-LFD is that there's no disincentive for avoiding that kind of "screw the others" behavior. It's even rewarded, since they still get their badges at the end of the run regardless, and being an ass to one group has next to no impact on any future attempts to get into anything. Sure, maybe they'll get kicked once or twice from a group unwilling to put up with things like that, but for the most part the rest of the group sucks it up and puts up with them for the run rather than get back into the queue (especially if the person in question is a tank or a healer).
The system works wonderfully for what it's intended to do, no arguments there. There's no denying that there's been a -very- negative side effect that's come with it, though. It's not necessarily the fault of the system itself, but rather the people using it.
The return of challenging instances (whether the ease of the current ones is by design or gear inflation is irrelevant) will hopefully do a lot to kill off this kind of behavior, since it will be much harder to try to just brute force through things. I just hope that kind of mindset doesn't persist in spite of the content, or using the tool early in the expansion will be painful.
Tabasa Nov 18th 2010 10:12PM
Ugh, of course the double-post bug had to hit me on a long one. -.-
Tabasa Nov 18th 2010 10:11PM
Ugh, of course the double-post bug had to hit me on a long one. -.-
razion Nov 18th 2010 10:32PM
I find your double post you did to grumble about your double post deliciously ironic.
Rufio Nov 18th 2010 10:34PM
^ And a shorty too by the looks of things *grin* The post was top notch tho!
Rufio Nov 18th 2010 10:33PM
^ And a shorty too by the looks of things *grin* The post was top notch tho!
Rufio Nov 18th 2010 10:36PM
The is a test. I'm hitting reply ONCE. Let's see if I get the double.
/commence test