BlizzCon 2011: Heroic Scholomance and Scarlet Monastery redesign

With the announcement of the new expansion, Mists of Pandaria, there was a very exciting announcement that we will be receiving three new heroic dungeons as redesigns. These rediscovered zones are Scholomance and Scarlet Monastery. Both are iconic instances and most players have some fond (or not so fond) memories there.. During the Dungeon and Raids panel we received a few bits of information about each of these revamps. Join us after the break for details.
Scarlet Monastery
The Monastery has long since been a part of the game, housing the members of the scarlet crusade since the days of Vanilla WoW. The zon e is currently comprised of four separate zones, the graveyard, the armory, the library and the cathedral. Each covers various player levels with the graveyard being the lowest, to the cathedral which is the highest. The instances have also been the home of some NPCs that have been entwined with the games lore from the beginning like High Inquisitor Whitemane and Commander Mograine, and has been a staple of the world for many years.
When the new expansion hits, the entire zone will be redesigned and repackaged. The first change (and likely most notable) is that the four wings of Scarlet Monastery will be remixed and combined down into two. The graveyard and the cathedral will be one of them. Players will start out in the graveyard with Bloodmage Thalnos as their first boss before moving on to the cathedral proper, where they'll encounter a brand new addition to the dungeon. The developers at Blizzard stated that they felt like the gardens before the cathedral was just a giant space with a ton of trash, and that putting a boss there felt like a good use of space. The armory and the library will also be combined into one zone, and while the feel of the zone as well as various NPCs will be preserved, there has been a lot of trash and rooms removed as it was felt that it took away from the focus of the zone.
Ultimately players seemed to react well to the proposed changes and the developers seemed very excited about them as well. The way each of the zone maps looked, it seemed to keep the feel of the original zones, but made them much more streamlined.
Scholomance
Another location with a solid spot in the history of Azeroth, Scholomance, is getting some much needed love in the next expansion. The first change that players will notice is that there will be a boss as soon as you enter into the instance in the very first room. This is important to the developers because they felt that the first room not only was underutilized and could easily have been a place for a boss from the beginning, but it is a space that players largely ignored in favor of using the side door. By placing a boss in the first room, it was said that they hope to properly utilize the space, and sort of set the tone for the instance. At the time of the panel it was said that this first boss would be Ras Frostwhisper, giving players a very interesting fight to start things out with.
Many of the rooms have been removed, giving the instance a much more linear feel than before. It was a concern that players got lost in the original version of the instance, and the revamp was the perfect opportunity to shuffle things around. Some bosses have been relocated entirely, which is the case with Rattlegore who has been moved from the basement of the zone to the same level as the other bosses, but into his own room. It was stated that all of the original NPCs would be here as well in one form or another, and the bosses and events should for the most part be preserved, if streamlined. The moving of the rooms into a more logical layout makes sense for the zone, and will help players who are unfamiliar with it in the original format navigate it with ease.
Design Philosophy and closing thoughts
Most important of all these changes is the fact that they are being done to make sure the dungeons follow the design philosophy of the development team. First thing that was mentioned was focus. They felt that certain instances such as the Halls of Origination and even the new Deadmines got away from them. While they were fun, they had a lot of bosses, a lot of trash, and just took forever to complete. They stated that they wanted to bring the dungeons back down to the point where you had time to run one or two of them a night while still having the time to enjoy other aspects of the game. You can certainly see how they intend to do this with these two iconic dungeons by simple virtue of removing rooms all together and paring down the rest.
They also wanted to take the opportunity to revamp boss abilities while staying true to the original flavor of the zones. Bosses like Ras Frostwhisper will likely have a new set of tricks for players to encounter when they engage him for the first time. The idea is an important one, and while details aren't available yet on what type of mechanic or ability changes we can expect in the zones bosses, we will all be eagerly awaiting more information. Personally, I feel that the changes will add enough freshness to the zones for players both old and new to have fun discovering and re-discovering these amazing dungeons.
Please keep in mind that this information is based on what was provided by Blizzard at the time of BlizzCon 2011, and is subject to change at any time. As always, check back for new information here at WoW Insider.
The news is out -- we'll be playing Mists of Pandaria! Find out what's in store with an all-new talent system, peek over our shoulder at our Pandaren hands-on, and get ready to battle your companion pets against others. It's all here right at WoW Insider!Filed under: BlizzCon






Reader Comments (Page 1 of 5)
xenothaulus Oct 22nd 2011 6:09PM
Bringing back old favorites like SFK and DM is one of the best things they did with Cataclysm. I love both of these instances too and will love to play through heroic modes!
Bobby Earl Oct 23rd 2011 9:00AM
They revamped Dire Maul and I missed it?! Damn.
Ves Oct 22nd 2011 6:10PM
I feel Blizzard is missing the point somewhat. Part of what made some vanilla instances fun was that they were huge with complex layouts. What next? Heroic Blackrock Depths that's just reimagined as single corridor?
Hob Oct 22nd 2011 6:26PM
It would be nice if the dungeons could be structured so that you can skip bosses and still hit your completion / achievements if you want. Soloing Scholomance is incredibly fun, and it did take me a while to figure out where everything was, how to summon the final boss, etc. But that was part of what made it fun.
I do actually appreciate the design intention of bringing heroics back to the Wrath-era and its 30-minute or less approach. But I will miss the rambling, haunted house feel of Scholomance if gets turned into a loot tunnel. Either way, it will be interesting to see the new design.
blancester Oct 22nd 2011 6:31PM
Wailing Caverns?
jealouspirate Oct 22nd 2011 6:32PM
For better or worse, the surrounding game has just changed way too much for "huge and complex" dungeons. Wasn't one of the main complaints about Cataclysm's heroics is that they took too long?
In Vanilla things were different. The whole point of dungeons was different. Nowadays, do you want to spend an afternoon crawling through BRD just so you can get your daily valor points?
I'm not saying the new way is better, but just making dungeons very long and complex in the current system would just make people frustrated.
Kreek Oct 22nd 2011 6:34PM
It's essentially a "can't make everyone happy" situation. For every player who loved the size and character of Scholomance or BRD, there were 3 other players who detested those dungeons because they were incredible time sinks that were horrible to run in PUGs. No one wants to sink 1 to 2 hours in a dungeon run that collapses before you get to the last boss, which was a fairly frequent occurrence. Maybe the ability to fail a dungeon makes it more exciting, but more often it just sucks.
Skipp-able areas or bosses are interesting, but once the dungeons are about a month or two old, they'll get skipped 9 times out of 10. Is it worth the effort to make them then? Possibly, but it's all about prioritizing what needs to get done for each dungeon. Creating 1 or 2 "extra" fights for 6 different dungeons is time and effort that could've gone to a 7th dungeon.
Philster043 Oct 22nd 2011 6:52PM
Exactly how I feel... I didn't like it when Wailing Caverns and the Sunken Temple were treated likewise. Make the bosses and trash linear if you must, but don't take out the fun of exploring the places for the interested people.
That being said, I DID enjoy the redesigns of the Deadmines and Shadowfang Keep (but they were left mostly intact). I'm sure we'll enjoy these redesigned dungeons too and I guess my complaint is kind of minor if we're still going to have fun.
furrama Oct 22nd 2011 8:55PM
I hope they remake Dire Maul someday... but not the way they've been remaking the newer dungeons.
Give a place for the explorers to go and have fun, to prepare for and feel challenged in a smaller group. Perhaps make it so that you have to actually travel there so that hurry up and go people wouldn't get it in the Dfinder. Streamlining is nice, but I wish that there were other things to do in dungeons besides strait up kill things.
Spellotape Oct 23rd 2011 2:04AM
"What next? Heroic Blackrock Depths that's just reimagined as single corridor?"
Sometimes I feel like that would be a vast improvement.
NetherLands Oct 23rd 2011 3:28AM
Concur.
They're moving more and more away from 'Pen-and-Paper-RPG-made-vritual' to some arcade game. If you don't like exploring Dungeons then don't do them, and don't play a fantasy RPG.
In other words, they are taking away more and more content away from people and thereby choice. During e.g. WotLK you could choose to do the Vanilla Dungeons for some genuine FRPG fun, the WotLK ones for loot-hallways, and the TBC ones for an in-between experience.
With Cataclysm, they already destroyed places like Sunken Temple, Wailing Caverns, Deadmines and Shadowfang Keep, and severely reduced the fun in places like BRD , Gnomeregan and SM by turning them in guided tours iso Dungeoneering experiences.
What point is there to exploring and learning etc. a Dungeon now? There is no sense of accomplishment whatsoever anymore, something boring nerf-bait Boss-fights don't make up for.
This is also partially responsible for the lack of 'world feel' in the game (just as btw Gathering Nodes all over the place): learning the game environment has become meaningless, the game is made more and more a stupid collection of boss-fights.
TLDR: if the designers want more 'loot-tunnels', keep them to the newer Dungeons so people can have choices. Stop monkeying with classic content, not everybody has to like every aspect of the game.
RetPallyJil Oct 22nd 2011 6:11PM
They just HAD to go there on two of my favorite instances didn't they? Now I have something to NOT hate about this expansion. Dammit!
Arrohon Oct 22nd 2011 9:20PM
Um, that's nice. Good for you?
Moonfaxx Oct 22nd 2011 6:15PM
You're free to have an opinion. Come to think of it, that's the spirit of America.
Noyou Oct 22nd 2011 6:18PM
Tell your story walking. Seriously. The QQ on every single page that opens up is oppressive. We're reading this to get information. Not to hear what you think about x or y.
Eccentrica Oct 22nd 2011 6:20PM
People who think like you often wind up running countries, like, oh, I don't know, Libya? The world is not black and white, and people who don't share your vision of the world are not necessarily your enemy, neither are they morons or children.
But please, feel free to move to a dictatorship if that's the sort of thing that tickles your fancy.
Haden Oct 22nd 2011 6:22PM
Ow!! you made my Moron eyes bleed with your Moronic comment !
Eternauta Oct 22nd 2011 6:21PM
We don't downvote you because of your opinion. We do it because you start your rant with the cliché "WoW is dead because of "
Every time somebody posts that phrase on a WoW related forum or blog, they are automatically dismissed as immature by the rest of the community.
Quasimofo Oct 22nd 2011 6:22PM
So the expansion was just announced and we already know which heroics people will bail on at first sight, things are coming together quickly!
Ruta Oct 22nd 2011 6:24PM
I hope this means we'll get some voice acting for Scholomance, it'd be interesting to see how they voice Darkmaster Gandling and co.