Quote Originally Posted by Stanelis View Post
I think a better topic would be to discuss how 2.X design was better than 3.X and 4.X design. Because I played a few <50 dungeons while leveling my war these last few days and it struck me that

1) some <50 dungeons are actually more interesting and challenging than most >50 dungeons, and were more than just a few trashs mobs in a corridor then the streamlined boss design we have now,
2) tanks actually have to handle tanks mechanics (such as grabbing adds quickly, moving the boss around depending on mechanics, knowing which trash pack to pull) and aren't just subpar DPS who cast mitigation cooldowns to handle generic tank busters.

I mean, I hadn't done dungeons like dzemael darkhold in a while, and the shift in design is really noticeable. One may only wonder why was the game's design so streamlined after 3.0.
darkhold was a 1.x dungeon, as were aurum vale, cutters cry, and thousand maws of totorak.

they still have some of the old style to them. also, no one really ventures into the side rooms. hell, ive had people tell me they never open the first room of totorak to get the photocell.

if no one goes there, why spend the resources on it?