(Bravely) They should bring back dungeon experiences like BRD where you can spend upwards of days inside it (if you want too). Not every dungeon. But occasionally, for me.
There’s just something so immersive and visceral about a dungeon where you need to strategise and understand you’re gonna be there for awhile.
It can be done right, it’s just a matter on how the game frames it. For example, Dark souls 2 and 3 both have HP penalties for dying but in DS2 it seems more like a punishment as your health gradually reaches the 50% penalty vs losing your ember status in DS3 which is a flat 50% increase to your HP. It’s just the same thing packaged differently.
More relevant, if WoW’s rested status was seen as the default as originally intended where you would get XP reduction for playing too long people would be up in arms. But by just flipping it around it’s instead a welcome system.
It was captain and minstrel for me.
I would play again, but I struggle to enjoy things when there’s nobody I know at all around. I need someone to play with. I’m not hinting.
That is a relatively common patch dungeon design - make two separate dungeons that are two halves of one big dungeon, let people run the whole thing if they’re nasty
Im gonna be brave and say it was the best dungeon added that expac with the motherlode just after it. It was very Ratchet and Clank. Even had Nefarious voicing the final boss
Poor James . (That was a peach joke because of the peach emoji, Im sorry. Both for it and for explaining it.)
Conveniently leading into my peeve. Can adults start taking responsibility.
Say, in a hypothetical scenario two adults have known 30 children for 7 months. Say they’re a difficult group of children with a high level of various needs.
Eventually that excuse stops working and blaming the children stops working.
Why have these adults not put in coherent strategies based on their knowledge of the children, why are routines not in place, why a great many things.
‘But the children’ no. Nope. Naddah.
Eventually it’s ’the adults have messed up and need to hold their hands up to it in order to right the ship’.
They never will though because an adult can’t be wrong, it must be that the children are difficult.
Anyway that hypothetical situation would greatly peeve me .
It sadly doesn’t have the vibe to me : (, they are mega-dungeons no doubt, but they’re dwarfed by the scale of BRD and UBRS still I feel. Although, thinking about it, there haven’t been dungeons like either of those since Vanilla I suppose.
You could finish Timeways in roughly an hour at most, usually. Unless you were doing it on a very high level mythic key.
I mean, you could add 20 more trash packs into the mega dungeons - it just quickly gets to the point where you’re better off making it a questing zone rather than a tediously long dungeon
[or, like liberation of undermine, you make it both - minus the tedium part, it being a raid dungeon gives you a lot of leeway for length]
I like the old mega dungeon design, it seems to me it’s mostly current year player thinking of “must complete 100%” (which granted Blizzard nurtured themselves) rather than the concept itself that is at fault. Either by design or player expediency the old mega dungeons were sectioned into smaller pieces with the option to explore at will. Groups going to Maraudon wouldn’t delve all the way to Vyletongue and then pivot around to Theradras but the idea that you could because they both existed in a seamless, huge and hostile space felt neat. They tried sort of with Court of Stars in legion but it felt very artificial, like they didn’t really dare to commit to the idea that some areas would feel “less important”.
Have enough trauma from being yelled at that I wasn’t off the computer ASAP for whatever reason (wasn’t bed time, I was playing WoW in college) because my dad didn’t understand I WAS PLAYING WITH OTHER REAL PEOPLE and he wanted my undivided attention NOW.