This is an interesting topic to chat about. Thanks for posting.![]()
Two things about me: (1) I'm a new player so have only been doing dungeons in ARR and post-ARR content so far, and (2) I enjoy dungeons and will queue to do them just for fun, even if I don't need the EXP.
From the perspective of a relatively new player, (i.e. I don't have overtuned equipment,) I actually find the dungeons are difficult for new players, such as how many groups the tank pulls and unknown mob and boss abilities or mechanics. I notice in particular it can be pretty tough on inexperienced healers. I think part of it is also in leveling roulette, a lot of your abilities are taken away even if you're leveled past that point. I think the ARR dungeons are interesting and balanced well for new players to get involved and learn their role while providing a challenge.
To Anhra's first point that dungeons follow the same template, I noticed that level 50 dungeons (in the beginning of the 6/5/7 roulette) have a much more straightforward layout with less chance to take a wrong turn. I personally lament the more straightforward layout. As a player that specifically likes dungeons and learning their quirks, they became less intriguing. (I've heard from friends that it gets even simpler as the story progresses blah)...so I agree it would be good to have more variety, though I don't share the details on the grievances.
It's true the dungeon content has been there for a while, but quite a bit of love and attention went into creating them, including mechanics. I think that's something to not forget.While perhaps not keeping the exactly layout the same 100% of the time, I also like the cadence with 3 bosses in between mobs since it helps new players know what to expect, even if they haven't done the dungeon before.


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