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4-12-2011 @ 5:34PM
I don't think that the dungeons themselves are too hard, but I do think the new sorts of design choices make it harder for DPS (and to a slightly lesser extent tanks and healers) to actually learn how to do things right.In Wrath, if something went wrong it was usually pretty easy to figure out why. This is because if you did it wrong, you died pretty much instantly. Things were easier, certainly, so things went wrong perhaps less often. We all knew the saying, and it was basically true, "If the tank dies it's the healer's fault, if the healer dies it's the tank's fault, and if the DPS dies, it's his own fault."Now, though, the connection between mistake and failure is a lot harder to make. As a simple example, consider a mob who casts an interruptible, moderately high damage ability at a random target. Moderate damage can probably be healed through once or twice, but if enough interrupts get missed, the healer falls behind and the tank dies.By the Wrath mentality, that was the healer's fault. We (being so wise) all know that most of the group has interrupts, and probably at least one has a fast enough cooldown to hit every cast, so a well-informed player would say, "oh, on this mob it's really important we catch the interrupts." However, there's nothing in the game interface that will tell you that.To summarize, the changes to mob behavior, player health and healer mana (among other things) have made failure something that can accumulate over time rather than that can always be attributed to a single point of failure. This makes it harder to learn how to handle a dungeon. That doesn't mean the only answer is easier dungeons; it might be possible to fix this with UI improvements.
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