That seems backward. If anything, current expansion content should be more difficult than past expansion content.
Printable View
@ linay
I think he / she just means the mechanics shouldn't be trivialized. As Zhamkyong said, Steps of Faith actually has cannons as well as a tower that traps the dragon in place to take lot of bomb damage thrown to him by NPCs. But because there is no ilvl sync for the dungeon, we are still gradually getting stronger each expansion for that battle. It's come to the point where we can mostly tunnel the dragon (with the tanks picking up adds) and he still croaks. The same could be said for the 2 Main Scenario dungeons since they don't have a proper ilvl sync either. We have 30 minutes of cutscenes building up Ultima to be almighty in power only to see both the healers DPS 70 - 90% of the time yawning.
I think mechanics shouldn't be designed to be trivial in the first place as a new experience. However, if we're going to have "gears make content easier" solution, then it should apply to the entire game and older content should naturally suffer more than newer content.
The part I was responding to wasn't about nerfing new content because people found it too difficult. Just the natural progression of our character being stronger via increase in level and wearing better armor while the content staying static.
I beg to differ.
https://i.imgur.com/my3XZwP.jpg
It was done as a part of zone scaling (I think; it has been a while). Dungeons saw a net buff relative to player power. All that ended up happening though was everything took longer. Nothing really became dangerous (except for things Blizzard forgot to adjust) because the mechanics were utterly trivial anyway, and it certainly didn't become more fun (it became less fun). Going back and rebalancing all of the old content becomes an increasingly large workload with every additional content patch and expansion and for relatively less value, since the more content there is in the game, the less you run any of the older stuff, since you generally just run it in random queues. And if the mechanics somehow end up being dangerous, then you're just increasing the amount of game knowledge required of players to do something simple like a roulette and will increase the frustration of players who did remember it. Not really seeing anywhere this adds value to the game.
I preferred the changes, honestly, even if they could get a bit tedious if the whole party was incapable of doing level-appropriate dps. At least then I could get a cast off, compared to pre-buff mobs in decent parties. But even so you've picked a particularly bad example. Their solution to power creep of varying degrees across various level spans was to just throw in a blanket arbitrary buff to all mobs, rather than just the ones that needed it in order to have anywhere near the difficulty they had in their own expansions. They may as well have been lent 10k by one person, 30 by another, and 5k from a third and just paid each back 5k. That's obviously not how tune-ups are supposed to be done.