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10-22-2011 @ 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?
10-22-2011 @ 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.
10-22-2011 @ 6:31PM
10-22-2011 @ 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.
10-22-2011 @ 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.
10-22-2011 @ 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.
10-22-2011 @ 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.
10-23-2011 @ 2:04AM
"What next? Heroic Blackrock Depths that's just reimagined as single corridor?"Sometimes I feel like that would be a vast improvement.
10-23-2011 @ 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.
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