Aug 4th 2008 10:44AM I need to post this; I just can't shut up regarding dungeon issues :)
As many of you have posted, the principle taken by Blizzard from BC and on is this.
"Make the instance short and runnable under less time than the original."
This resulted in less trash mobs, less bosses, and less geographical complexity. This also resulted in some whines from the user community, who loved the adventurous aspects of the original dungeon design (Blackrock depths yeah!; one of my favorite). I know many of you disdained this type of dungeon which I totally understand and I guess the reason why Blizzard intentionally avoided these dungeons. I just want to point out that there are some people like me who actually liked hiking here and there, getting lost, and feel the overwhelming vastness of the area. It really gets me immersed to the game.
Solution for Blizzard: Keep the basic principle. Just toss me 2 or 3 complex/maze-like dungeons I can explore in. Items don't have to scale with complexity. I'm not interested in the drops but rather would like to enjoy adventure.
Aug 4th 2008 10:06AM This is a reply to Apoc...
I think you are completely out of touch from reality regarding pally vs lock pvp. The consensus is that lock almost always owes pally given similiar equipments and level of skills. I support this based on my experience with my lock and pally (both 70).
Your statement assumes that lock is just sitting there looking stupid, doing nothing. For example, do u think a right-minded lock with a felhunter (a pet which most pvp lock will go in company with) will let a pally heal freely. Of course a pally will bubble and heal to prevent spell lock but this will only tip the bar to the lock (the lock will simply move away from the pally and prepare for the next dot fest).