5 Man Raid Dungeons

A dungeon that provides a similar experience as a raid in terms of trash and boss mechanics but for 5 player party.

NOT to be confused with the current implementation of 5 man Mythic in which the challenge comes from the time trial.

Discuss.

4 Likes

so, a mythic dungeon, but not called mythic dungeon

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No.

Nothing at all like a Mythic dungeon.

Raids and Mythic Dungeons are completely different experiences.

3 Likes

Those are tasavesh and mechagon mega dungeons that offer what you described. They have a “hard mode” to do for a mount when they come out and then are split in half for converting to mythic+

Only issue I tend to have with those is they are too long for most 5 man groups with ADHD

7 Likes

They should have a weekly lockout where progress can be saved for continuing at a later date. And boss progression difficulty should be more in line with raids, such that boss progression was the key challenge over a “season”.

But yes, Mega Dungeons are similar to raids in some regards.

More of them.

I believe mythic dungeons NOT mythic keys only reset weekly as well :slight_smile:
I do recall mechagon bosses being pretty rediculious when it first came out.
Tasavesh mail room boss was bugged at the time I did it so group quit and I never got a group to mount clear either places xP
Sucks that if you don’t have a dedicated guild team…pugging them is pretty difficult.
I am curious what the next one will be and the story within.

Yes, it’s very hard to experience a group of 20 in a 5 player instance.

4 Likes

This is in the game and called a megadungeon. Tazavesh was the last one they added in the game in 9.1. They later rebalance them for the Mythic + bracket.

1 Like

a megadungeon?

2 Likes

Kinda?

Do you progress through a mega dungeon like you would a raid?

Short answer is no.

Tavavesh and Mechagon are intended to be completed in a single run, there are no lockouts, and there is no boss progression like there are with raids.

It’s close but not really the same experience.

In order for it to be the same style of game play, players would not be entering in the dungeon the first time with an expectation of finishing it in one shot.

Nonsense.

That there are 10-25 players in a raid isn’t really the game play point I’m making.

Of course you can get trash and boss encounters similar to raids with only 5 player parties because those mechanics aren’t solely predicated on the number of players.

Dude I’d be down for even scaling 1 to 5 player boss raids tbh. Think souls like encounters with a learning curve tuned for all classes somehow and mixed with proving grounds style situations.

1 Like

You’d be limiting the design space for that 5 player raid, as the set of all mechanics work in 5 players is substantially smaller than the set of all mechanics that work in 20 player.

2 Likes

THere’s nothing inherent about the game mechanics in raids that would make them limited by the number of players.

The only differences would be the greater chances of a wipe since less players could die.

Which is probably why they don’t scale raid below 10 players. Most players have an aversion to failure, which is probably the key reason why we don’t have a 5 player raid like experience with dungeons and why they moved to a timed trial in Mythic+. Players aren’t ever confronted by not finishing a dungeon despite not making the timer.

Raids work differently. A raid is expected to fail multiple times before learning the entire fight and progressing on to the next boss.

G’huun orbs, tank swaps, council fights where the bosses have to be spread, M Jaina blizzard. Would any of those work in a standard 1/1/3 group?

Exceptions are not the rule my friend.

Similar mechanics could be made for 1/1/3 that produce a similar experience.

I think the smallest that a Raid could be realistically paired down would be 8 mans like FF does.

2 tanks, 2 healers, and the rest DPS.

In this case, it’s basically the same as a WoW 10 man but with 2 fewer DPS.

So, I think that while it’s inevitable that WoW will go back to 10 man raids eventually, I think the closest to a 5 man raid we will get is something like ZA or ZG.

And that’s because

Etc.

Just basically anything that would require 2 tanks or an extra healer wouldn’t work.

Now that’s clearly something they could design around, but I’m not sure they would really want to.

Some of those are entire classes of abilities that just flat out do not work without 2 tanks.

So the megadungeons that have released in the .1 patch since legion?

:point_up:

Okay? Design around the constraints. It’s a design problem not a number of players problem.

The core experience around which Raids are build in my opinion is based on the concept of boss fight progression. So design boss fights that can accommodate the 5 player paradigm.

yes Mega Dungeons are almost there, but they try to hard to be single run content. Remove that constraint.

Fair enough and Perhaps true. My guild runs about 10-12 weekly and it scratches the itch for the experience I enjoy. That said it would be nice to have something a bit easier to organize on the fly with a weekly lockout.

I feel that 5-8 is the magic social range that makes it logistically feasible for the more casual guilds to manage, which is why I am ideally focused on the 5 man party.