Why is Dire Maul so boring?

They aren’t designed for to gogogo mentality of dungeoneers these days.

Some dont translate into repeat to level dungeons well, even when split.

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This made me giggle as in truth there are way more boring stages of the dungeon levelling process… I just had to suffer the same dungeon six times in a row and I just had to walk in the end. And the dungeon ’ Siege of Niuzao Temple '. And to be honest having suffered both the two original Stratholm plus the culling I was about to rip my eyes out. But that is nothing compared to Oculus over and over. So there are worse… and when that load screen chucks me in Black Rock or Old Hillsbrad my heart sinks… and it sinks and sinks even worse as I get to BfA. Cannot believe just how many players find so much of it tedious and dreary. But you can see why.

But nothing prepares you for Pandaria and even worse WoD and what seems two dungeons stuck in repeat mode. Gets worse as you progress through Legion and then the final killer Motherload.

So when I reflect on Dire Maul and Ogres and or trees I kinda like being king. And Dire Maul has a soft spot for me cus I always levelled so hard so I could do it on my own to get my Mooncloth Robe recipe. Before the days of Transmog and so I had to get it on all my chars.

Anyway on my 92 I finally said goodbye to the Amber Wing… thank goodness and now its the turn of the Iron Horde and players leaving cus again as with Dire Maul and the Spire they seem to have a dislike for Ogres. I just hate the one that tries to get me drunk in Dire… When I hear the dong I just run and vanish. Annoying brute.

Me I like Dire Maul… I can seriously think of much worse.

PS See if this chimes with anyone ’ Join Me '. Madness. Pure madness. Why do we do these things ?

I’m not a massive fan of Dire Maul, but I do love Stratholme and Blackrock Depths - Mainly an aesthetics/theme thing, I guess. I loved old Scholomance too.

That being said, I love all the little gimmicks and tricks you can set off in the Ogre wing to make bosses easier and/or skip them. Little touches like that help give the game more personality.

Wailing Caverns is a masterpiece of level design compared to Dire Maul:

Artistically, even though it’s an older level than Dire Maul, it feels way more advanced. The geometry is organic and the place feels lifelike. Dire Maul feels like some artificial Quake 1 level, full of 90° angles and long-winded corridors that don’t make any sense at all, architecturally.

Gameplay-wise, Wailing Caverns is also much better than Dire Maul. The route players need to take to complete the dungeon has a smooth flow: from the entrance, to one of the boss wings, via shortcut to the other boss wing, via shortcut back to the entrance, and then the final encounter in the middle area of the level. In Dire Maul, there’s no flow: you run through all these long corridors for ages, and when you want to complete the quests at the end, you have to spend 10 minutes teleporting back to the entrance and running back and forth in the cleared dungeon to do quest hand-ins.

Dire Maul has the quality of some unsupervised intern’s summer project. It’s the worst dungeon in WoW.

Wait until you have to go thru Mara!!! That place is like a bloody maze that even after all the years running it, still got lost.

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