That´´s the kicker here… people want to “experience” the old dungeon, but they don´t want to actually play the old dungeon.
So they run in expecting a tourist-mode roflstomp and immedately turn around and start complaining about things being insurmountably hard, when all it would have required was 1 person out of 5 to use their brain and kick an ability that had a 10 second cast bar… or not race through and pull half the instance onto the first boss before he healer has even zoned in… or anything else that could be described as “intelligent”.
If so, and appreciate it may be something that happens on each expansion, why does it not take effect from the date TWW drops? Why does the scaling etc apply weeks before launch? Pardon my ignorance if is there is a really good technical explanation…
I like the increased difficulty. Its not like imposible you just have to pay attention instead of just holding “W” while you look on your phone like before.
Its true that because of the increased difficulty, they could increase the badges reward too…
Despite the complaints, I still didn’t see a Glazer encounter where he actually gets to the mirror phase. Yes it’s harder than before but far from being hard.
It’s just clunky to play a caster with less than 5% haste.
I haven’t done TW dungeons for a good few months now but I did enjoy jumping in and burning through them in a relaxing, easy run. I’m surprised to hear that they now appear to be quite a lot more difficult.
On one hand I agree that them being a little more challenging than an heroic dungeon feels nice.
On the other hand, due the weekly quest associated with it it kind of motivates you in doing them on alts too for upgrades. Which means it just ends up feeling a slog and anti-fun when you have to do more than a handful of them.
I’m so happy to read this thread. I did 3 TWD this afternoon as a returning player and I thought I just lost my healing skills for mass-pulls, as we had a few wipes. Good to know it’s harder, I prefer a challenge!!