Regional FlagDungeon and Raid Difficulty - Open commentsSource
Target Source
#1 - 2014/07/06 06:38:00 PM
I recently posted a comment (probably in the wrong forum category) that may start some very productive dialog:

"I see a common complaint here. Its too hard; the boss has too much health/damage, the adds are too hard, can't do it with pug group cause ya can't coordinate, blah, blah, blah. I feel like Bliz should get a pat on the back for making things a bit harder again. Please Blizzard, do not tone down any of the mechanics. If the group cannot coordinate their actions, they should fail until they can get it right. From what I have seen in all the encounters so far, I think things are on the right track. Make the fights doable, but keep them hard and make the mechanics count. I am currently running all four roles (Tank, Healer, Range and Melee DPS) on different classes. With the proper mechanics we seem to always be able to get it done (unless the world crashes of course). Drive On! Cold Steel!"

From the replies I received, this may generate some interesting suggestions.

Game Designer
Target Source
#15 - 2014/07/07 11:35:00 PM
I'd say that right now our Normal dungeons are harder than intended, with the exception of Bloodmaul Slag Mines which is in a pretty good place. We'll be opening Heroic dungeons for testing shortly, and there's a bit more room for the challenge and coordination you desire in that context.

Remember, these are Normal dungeons, which will gear players up for Raid Finder. When thinking about or giving feedback on whether they're "overtuned" or "just right" or the like, approach it from the perspective of how comfortable you'd feel doing the dungeon as a solo queuer with four random players on live servers. That's why we ask for feedback to be prefaced with information about the group makeup and background, because it's hard to overstate the difference between a LFG pick-up group and a group of 14/14H guildmates who are on Mumble.