In a way, it is more applicable to retail WoW for the dungeon roulette function. I can comment a bit before the game had that feature. I still remembered not having dungeon roulette at the start of the 2nd expansion Wrath of the Lich King. Probably the first time I remember using it would be the 5 man dungeons created alongside the final Lich King raid. There was a big mix of opinions whether the new feature was good or not. It can be viewed as a boon for getting into a dungeon almost anytime you wanted throughout the day rather than spamming Trade chat for hours. Since you will have some tanks and healers dropping group after waiting so long. On the other hand, some of the guild players didn't want to touch it with a 10 foot pole since they believed the cross server grouping killed any sense of community and accountability for the players.
The latter opinion may seem to make the most sense, but remember that not all tank or healer players are paragons. The bad apples may not have been noticed as much because some of us are often already occupying the tank or healer slot in the 4 / 5 man groups. We would have to queue the other roles or try out the 24 man LFR raid to actually see them. I have met with a few innocently stubborn and insufferable players from both tanks and healers from my time over there. I could give more details of why, but it would be quite the essay for some example stories. I will just say it was definitely regarded as a better option for devs to implement dungeon finders. Just to make sure the casual players aren't locked out of content from funny work hours.
Also with the role parity debate, it could very well favor the point of changing the healer DPS rotations back to resemble a Stormblood type of spell list. Since the healers having the lowest personal damage and worst soloing style would likely factor in more to drive the popularity down. Making it too boring to play would just make it worse with a 3rd factor. I could have sworn that the Warcraft forums had players suggesting they potentially bump their 5 man parties to 6 man with an extra DPS. Whether that would have worked or not I don't know since it still remained 5 man for many expansions. It would require increasing the enemy HP pools of all dungeons changed as a negative for sure.

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