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Article #341243

Re: Dungeons that don't need tanks and healers

#341243
From: Urbin
Date: Mon, 11 Apr 2011 11:53
71 lines
4435 bytes
On Mon, 11 Apr 2011 04:05:50 -0700 (PDT), bob wrote:
>  On Apr 8, 5:13=A0pm, Neil Cerutti <ne...@norwich.edu> wrote:
> > Dungeons that don't depend on there being damage, healers and
> > tanks are possible. Portions of Wrath dungeons provide models.
> 
>  I would extend this to say that most dungeons don't actually require a
>  tank, a healer and 3 dps in the way way the LFG system currently
>  works.  Back in the old days, there were lots of times when (usually
>  in a guild group) going with a high dodge rogue or a Voidwalker or
>  hunter pet as "tank" when we couldn't be bothered to get a "proper"
>  one.  I was in an instance the other day where the healer DCed, and we
>  decided to keep clearing trash until we could get a replacement, I was
>  tanking as a protadin (using the holy power heal spell whose name I
>  can't bring to mind and the moonkin druid was sending the odd heal my
>  way), and we were doing fine 4 manning it like that.  With an
>  automated LFG system, you can't chose to have a go like that, it's
>  "standard group nothing".

I, too, remember the vanilla days of improvising for dungeon runs and I have
also 4 manned dungeons with one of the two roles missing recently. While
that is certainly a possibility, it depdens on having a character that can
serve as "off-tank" or "off-healer" and a group that is willing to try this.
I think dumping this on people enlisted in the /lfg queue might not be
appreciated by everyone or in all setups. And if you are willing to do this,
you are still free to form your own non-standard group outside the /lfg
tool.

>  The trouble is lots of players don't like vehciles as a mechanic.

True.

>  Personally I rate vehicle quests as only slightly less bad than old
>  style escort quests

I love vehicle quests, provided they are not bugged (I'm thinking of those
Howling Fjord dailies) or really hard to understand/see (I'm thinking of
riding that damn giant in Zul Drak).

>  I only actually did occulus twice

My problem with Occulus wasn't really the vehicle interface but fighting in
3 dimensions and finding it really hard to grok whether a mob was in front
or behind me and losing orientation and my system of reference all the time.

Admittedly, other people might grasp this really easily and just not like
vehicles.

> > In short, the vehicle system is robust enough to create any kind
> > of non-role-based scenario the designers can dream up. However,
> > it would not be a huge improvement for masses of damage role
> > queuers to get shafted to a small handful of entirely vehicle
> > based dungeons. Some people already everything to do with
> > vehicles, in addition to that concern.
> 
>  The problem with most vehicle mechanics is that every one is slightly
>  different, and because the mechanics are new, they use intrusive aids
>  to help you understand what you're supposed to do, making them feel
>  really dumbed down (but they aren't acutally easy).

If they went this way, they would need to give players a chance to practise
the controls beforehand, like they did with the argent tournament. You could
learn how to joust doing the dailies before entering ToC. So, unlike
Occulus, people already knew (or could have known) how to work the vehicle.

Cheers
Urbin
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From: Urbin <urbin@invalid.invalid>
Newsgroups: alt.games.warcraft
Subject: Re: Dungeons that don't need tanks and healers
Date: 11 Apr 2011 11:53:21 GMT
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