Not adding RDF is the biggest mistake!

Not having RDF was a big mistake to begin with. We’re playing Wrath Classic, from the final patch just split into phases, and not having RDF included but allowing queuing for BG’s from anywhere makes no sense.

Plus, on top of that, remember back in 2013 or 2014, when J Allen says “remember sitting in your city spamming the chat trying to look for a tank”? That is what is happening now. Forced to sit in the one location focusing on the chat trying to find a group or fill a group. It restricts people from doing other things while trying to find a dungeon. And if you just queue and never say anything, you could be waiting quite a fair while before someone invites you to the group to do a dungeon. And when I say fair while, I am talking about in the hours timeframe.

Plus then the gatekeeping that is going on. Yes, people have every right to form the groups that they want to do, that is not the issue. The issue is, they’ll be just posting in LFG Chat saying “LFM Dungeon Name”, but won’t let anyone know whether anything is on reserve or need to be wearing a certain type of gear until the person has entered the group, or let alone, summoned to the dungeon.

Basically, makes you wonder what is supposed to be the hardest part? The dungeon, or the group forming? Especially when Wrath dungeons are an absolute faceroll, the group forming should not be the hardest part.

And also, the level boost. Thank god those exist, because the Vanilla zones are basically dead. You’d be lucky to find anyone out in the Vanilla zones levelling let alone looking for a dungeon.

It is time to stop playing this game of “social interactions” because it is Looking for Dungeon. Not Looking for Tinder Friend.

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From the looks of it, that is a good read. :wink:

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And there is Greg Street.
“I love the Dungeon Finder. I worked on it a lot personally. It is quite successful at finding you a group. It doesn’t guarantee a successful group. It’s a huge improvement over spamming trade chat trying to find a tank for your three-rogue party. But throwing together up to 5 strangers and asking them to do challenging content that some of the group may have never seen before is always going to be risky.”
That was in Cata so LFD was in the devs eyes successful until at least then (and they would have the numbers). the only reason for this change is the current dev and them wanting to re-invent the wheel

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It has always been the group forming. When group forming stops being a significant part of running dungeons, the dungeons are turned into more of a faceroll. I don’t know why you choose to keep ignoring what retail has turned into.

Not to mention the cross-realm aspect, which is just plain bad.

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I honestly do not think RDF was the cause of this. When you think about it, Wrath dungeons were a faceroll, even before RDF was even added in patch 3.3.0. The group forming shouldn’t be the hardest part. I actually read an old blog from Ghostcrawler about Cata dungeons, and I agree with him within his blog.

This is the blog here.

Basically, some of the key points here to point out:

We didn’t like that the Heroic dungeons in Lich King and early Naxxramas had become zerg-fests. It made the rewards feel like they weren’t earned…

…In Cataclysm, the Heroic dungeons and raids are intended to be challenging

Which holds the truth. Now, if they added RDF, I’d be alright if they didn’t include Heroic Dungeons, and make that manual group forming. I’d be cool with that.

I love the Dungeon Finder. I worked on it a lot personally. It is quite successful at finding you a group. It doesn’t guarantee a successful group. It’s a huge improvement over spamming trade chat trying to find a tank for your three-rogue party. But throwing together up to 5 strangers and asking them to do challenging content that some of the group may have never seen before is always going to be risky.

This is another thing which I agree. The option is still always there to run with friends or guilds. RDF doesn’t stop that. But the point is, there is always going to be risk involved if running dungeons, which to consider though, this is taking about Cata dungeons, as Wrath dungeons were just a faceroll.

Example three: the Lich King Heroic dungeons (and Naxxramas) were too easy to zerg, setting up an expansion-long expectation that purple gear would come easy and often. In retrospect, that was a mistake.

And this was classed as a mistake by Blizzard.


One thing that retail does have is Mythic and Mythic+, which adds that challenge to the dungeons. I agree, Heroic should be a little harder also, but normal dungeons are mostly used for levelling.

If RDF was to be added, it should be for normals/levelling dungeons, and heroic be left to manually formed, imo.

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-make new servers with crossrealm RDF enabled between them
-free transfers from the good servers to the new RDF servers

boom just solved 2 complaints at once. retailers can get their handholding experience in a sequestered RDF zone. megaservers wont have 6 hr queues

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Actually they should do this, if no other reason than to see which is more popualr lol

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The convenience of having something form a group for you is great and all that, but one thing I really like about the lack of RDF is that I’ve yet to get a single group so far where people drop after a wipe.

Players aren’t as easily replaced in the old system, so I feel there’s a degree of tolerance when it comes to people making mistakes. I was running HoL with a new tank who didn’t know the mechanics, and rather than vote kicking someone who dared to join group while not knowing the fights by heart, we took the time to explain the mechanics and secured the kill, all while vibing and chatting.

RDF is great, but I feel it inadvertently hangs a Sword of Damocles over new players heads.

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Way to cut off the rest of the quote, lol. And this is the type of post that instantly gets a ton of likes from the pro-RDF crowd… The absolutely staggering lack of intellectual honesty is surely not making a good impression on anyone at Blizz crazy enough to read the forums.

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The rest of the post is not in any way against LFD but just because you hinted that it is I will post it.
FYI I only posted the relevant bits but there was nothing shifty going on, well maybe in your mind? certainly not in mine, here is the whole section and the URL so people can read the whole post if they chose.
"I love the Dungeon Finder. I worked on it a lot personally. It is quite successful at finding you a group. It doesn’t guarantee a successful group. It’s a huge improvement over spamming trade chat trying to find a tank for your three-rogue party. But throwing together up to 5 strangers and asking them to do challenging content that some of the group may have never seen before is always going to be risky.

World of Warcraft supports a lot of solo play. However, we want dungeons to be a group experience. In fact, we think the game is more fun overall when you play with friends, which is why we put so much effort into encouraging players to join guilds for Cataclysm. Running a hard dungeon with friends tends to be a much better experience. Communication feels less awkward, and everyone is generally more supportive of mistakes. You learn the strengths and weaknesses and nuances of players that you run with regularly. There tend to be fewer loot arguments as well. PUGs have their place – don’t get me wrong. But we don’t want to sacrifice dungeons being fun and challenging for organized groups in order to have everything be conquered by any possible group. Make sense?

I’ve PUGged the Cataclysm content a lot. So have all of the designers. We want to stay in touch with what players are experiencing. Heroic PUGs are definitely harder than going with groups of people you know, but they aren’t impossible. If things start to go wrong, you might want to take a moment to analyze why they are going wrong before you bail. I do weep for those players who join an in-progress Heroic Rajh attempt (with suspicious player skeletons everywhere), immediately pull without any discussion, and then have the tank leave the group following the first wipe. That’s not fun for anyone and not going to lead to success. These aren’t the original Scholomance or Arcatraz runs that could take four hours with respawns. Making a couple of concerted attempts on Rajh is probably going to be faster than going into the queue again."

Wow, Dungeons are Hard! (worldofwarcraft.com)

You talk about intellection honesty in a post inferring there was something more, or something deliberately left out, is just the mark of an anti-RFD, except this time you got caught out.

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Yea that’s what we wanted. They thought they thought we didn’t, but we did.

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You cut out two-thirds of the quote, which is basically saying that despite the “Dungeon Finder” (aka: RFD) making groups fast, they realized that it tends to lead to lower performing groups that do not optimize fun, then proceeded to claim:

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Where?

We’ve seen and heard a lot of discussion about the challenge presented by the Cataclysm Heroic dungeons, and to a lesser extent the raids. I’m not sure this is the kind of issue where we’re going to be able to change anyone’s mind on the subject, but I can try to provide more insight into our point of view as well as offer some suggestions for success.

First, let me state that we do hear you. We understand some of you aren’t having fun and preferred the Lich King paradigm, or at least something closer to the Lich King paradigm. We greatly appreciate the feedback and it always makes us sad when players aren’t having fun. We’re not ignoring you. We get it. We may not always agree on every point, but we understand where you’re coming from, and we want to try to help you understand where we’re coming from.

The bottom line is that we want Heroics and raids to be challenging, and that is particularly true now while the content is new and characters are still collecting gear. They’re only going to get easier from here on out. We want players to approach an encounter, especially a Heroic encounter, as a puzzle to be solved. We want groups to communicate and strategize. And by extension, we want you to celebrate when you win instead of it being a foregone conclusion.

On the other hand, we don’t want you to stumble your way to victory. We don’t want you to be able to overwhelm bosses without noticing or caring what they’re doing. We don’t want healers to be able to make up for all of the mistakes on the part of the other players. While at the end of the day, dungeons may just be gussied up loot vending machines, we want you to do more than push a button to get the loot.

Ultimately, we don’t want to give undergeared or unorganized groups a near guaranteed chance of success, because then the content will feel absolutely trivial for players in appropriate gear who communicate, cooperate, and strategize.

We didn’t like that the Heroic dungeons in Lich King and early Naxxramas had become zerg-fests. It made the rewards feel like they weren’t earned. It made all rewards except the best-in-slot items feel transitory – why enchant or gem an item when you don’t need the performance boost and you’ll quickly replace it anyway? Furthermore, it set the expectation that everyone would eventually earn all best-in-slot items rather than those being rare and treasured goals. It made class abilities feel less useful and interesting. Who needs that crowd-control or survivability talent when nothing is hurting you? Who needs a mana-conservation talent if you’re never going to run out of mana? Who needs a crit talent if your heals often overheal anyway?

Finally, the encounters, even the bosses, ended up having a sameness to them because you could ignore their mechanics. It didn’t matter – in fact, you didn’t even notice – if the dragon breathes or silences or drops a void zone. The fights all felt the same.

In Cataclysm, the Heroic dungeons and raids are intended to be challenging – and they are, at least until you overgear them.

So what can you do if you find the Heroics too challenging? Here are a few tips and alternatives.

Strategy and Communication

Tanks, you can’t pull and AE every group in a Heroic (again, until you overgear the content). It’s a good idea to crowd control at least one target – and sometimes two. As long as you have someone with a long-duration and/or renewable crowd control and someone else with a short crowd control such as a stun or even a snare, you should be fine. We don’t have anything like Heroic Shattered Halls, and you don’t need 3 mages for CC. Caster mobs, which are weak but do a lot of damage, are good choices for crowd control. So are mobs that buff other mobs or debuff your group. Don’t waste the CC on non-elite mobs or others that will die quickly. The responsibility for marking and setting the pace often falls upon the tank, but sometimes other experienced players are happy to take the mantle. If you are setting the pace, you need to keep an eye on healer mana. Healers will generally have enough mana to keep you alive in any given fight, but you need to be careful not to chain pull repeatedly if their mana is low. Tanks tend to have good situational awareness and are experienced at reducing incoming damage. Where I have personally seen them get into trouble is when they slip into overconfident “I got this” mode and try to tank too many things at once.

DPS specs often get blamed the most for not knowing what is going on. It should be your business to understand the mechanics of the fights. You’re a member of a team, not a follower who can always rely on someone else to tell them what to do. Which are the spells that need to be interrupted? Which are the void zones that you absolutely must get out of? Which are the adds that must be burned down (and conversely, when should you ignore the adds and focus on the boss instead)? If you aren’t sure, then ask. Almost every group would rather take the few seconds to explain a fight than to wipe because you failed to dodge Glubtok’s wall of fire or tried to AE Vanessa’s spiders or didn’t understand what “Downwind of Altairus” meant.

Healers seem like they largely understand that Heroics are challenging, and sometimes get penalized when the rest of the group doesn’t understand that. If you feel like you can’t cast anything but your efficient heal or you’ll run out of mana, then something is going wrong with the fight. Likewise, if you feel like you must spam your inefficient heals to the exclusion of all else, then your group is ignoring key mechanics or is just undergeared. Boss fights in 5-player dungeons generally shouldn’t last more than two minutes or so (the last few Deadmines bosses can be longer). If you’re running out of mana because the fights are going too long, that is a problem with the DPS or tank in your group. Gear also makes a huge difference for healers, which leads to my next point.

For everyone, regardless of role, I suggest running the dungeons on normal mode until you feel more comfortable with the pulls. Those runs can be quick, the penalty for mistakes isn’t as high, and you can often still earn a little reputation, cloth, or enchanting materials. As a bonus, you’ll probably make a group really happy if you’re geared for Heroics but helping them out in a normal dungeon.

Improve

If you just can’t make progress and you are literally wiping on trash pulls over and over, it may be time to analyze your gear. The Dungeon Finder’s Heroic item level requirement should be considered a minimum – and remember, it doesn’t look at enchants or gems or even if the gear is appropriate for you. We are assuming an entry-level Heroic player has a lot of item level 333 gear from Twilight Highlands, normal dungeons, or any of the reputation vendors. These 333s are probably mixed in with a few 318 quest greens, but offset by a few 346 items. If you finished the Hyjal quests, you are probably Revered with Guardians of Hyjal and have access to their 346 items. Questing might only earn you Honored with some of the other reputations, but that is easily rectified with daily quests or dungeon tabards (and don’t forget the Tol Barad reps). There are some nice crafted items. No, the weapons aren’t purple, but when you look at their stats, they are quite competitive.

The item level requirement is intended only to keep out players who have no idea what is appropriate content for them. We know you can game it by getting PvP gear or hiding off-spec gear in your bags. Congrats on being sneaky! If you’re sophisticated enough to try and game the item-level requirements, you should be sophisticated enough to know if you can actually handle the content.

Don’t be stingy and decide you aren’t going to mess with gemming, enchanting, or reforging until you have epic gear. Note that you don’t have to always apply the most expensive enchants or gems. Gear matters a lot. It increases DPS, survivability, and mana sustainability. Healers who get, say, 1750-1800 Spirit notice that they can go a lot longer without gassing out. Go ahead and get enchants or gems or reforge to get a lot of Spirit. Some DPS specs who don’t reforge hit at those gear levels would struggle a lot as well. The new Cataclysm flasks are fairly expensive, but the Lich King ones aren’t, and there are elixirs and food consumables you can use as well. Archaeologists can even unlock small bonuses in the new dungeons.

Furthermore, once 4.1 comes out, you will have access to more powerful gear that will let you then revisit the content you couldn’t do before. Your Justice points will let you purchase epic items at that point, and Heroics that were challenging will become a lot easier. Players who have raid gear currently are already starting to burn through the dungeon content again, which is totally expected. You’ll get there too. In Lich King, the content patches tended to completely invalidate the previous tier of content. We don’t want players to feel like they need to farm Naxxramas when Icecrown Citadel is out, but at the other end of the spectrum, it was unfortunate that we largely killed Ulduar raiding when Trial of the Crusader came out.

LF3M 9600GS PST

I love the Dungeon Finder. I worked on it a lot personally. It is quite successful at finding you a group. It doesn’t guarantee a successful group. It’s a huge improvement over spamming trade chat trying to find a tank for your three-rogue party. But throwing together up to 5 strangers and asking them to do challenging content that some of the group may have never seen before is always going to be risky.

World of Warcraft supports a lot of solo play. However, we want dungeons to be a group experience. In fact, we think the game is more fun overall when you play with friends, which is why we put so much effort into encouraging players to join guilds for Cataclysm. Running a hard dungeon with friends tends to be a much better experience. Communication feels less awkward, and everyone is generally more supportive of mistakes. You learn the strengths and weaknesses and nuances of players that you run with regularly. There tend to be fewer loot arguments as well. PUGs have their place – don’t get me wrong. But we don’t want to sacrifice dungeons being fun and challenging for organized groups in order to have everything be conquered by any possible group. Make sense?

I’ve PUGged the Cataclysm content a lot. So have all of the designers. We want to stay in touch with what players are experiencing. Heroic PUGs are definitely harder than going with groups of people you know, but they aren’t impossible. If things start to go wrong, you might want to take a moment to analyze why they are going wrong before you bail. I do weep for those players who join an in-progress Heroic Rajh attempt (with suspicious player skeletons everywhere), immediately pull without any discussion, and then have the tank leave the group following the first wipe. That’s not fun for anyone and not going to lead to success. These aren’t the original Scholomance or Arcatraz runs that could take four hours with respawns. Making a couple of concerted attempts on Rajh is probably going to be faster than going into the queue again.

Mistakes?

We’ve seen a few threads that suggest that we’re too proud to admit mistakes. I find that logic strange, because we do it all the time. Example one: we reverted the 10x honor from Tol Barad pretty quickly. It was a mistake. Example two: Heroic Strike is too dominant an attack for warriors. That was a mistake. Example three: the Lich King Heroic dungeons (and Naxxramas) were too easy to zerg, setting up an expansion-long expectation that purple gear would come easy and often. In retrospect, that was a mistake. We don’t at all view the Cataclysm dungeon and raid balance as a mistake.

However, I can name at least three things related to dungeon difficulty that we either did wrong or could do better. We’re our own worst critic, and we are very hard on our own decisions.

First, item level is a necessary – but not sufficient – hoop to jump through when using the Dungeon Finder for Heroics. We should have also made sure players had at least seen the content on normal mode before. Maybe we should have had Burning Crusade-like attunements. Maybe we should have made the item level requirements pretty relaxed if you’re going with a premade group and much stricter if you’re going with a pick-up group. We’d love to implement (and have some long-term plans that include) better ways to detect if you know what you’re doing other than just the gear you’ve accumulated. Overall, we just needed to state more clearly that Heroic dungeons are intended as a destination, not a first step.

Second, there are only a few level-85 normal dungeons. For a level-85 player who isn’t ready for Heroics but wants to run dungeons, these can get old pretty quickly. Perhaps another way to handle it would have been to have introductory Heroics and harder Heroics. We’ve also flirted with having three difficulty levels before, but that does add an extra level of content to develop and complexity to explain.

Third, the game could do a better job of telling a group why they failed so that so much blame doesn’t fall at the feet of the healer. We talk a lot about not standing in fires, but equally important is the number of bosses that spawn in adds that must be gathered up and/or burned down quickly, or in some cases ignored. We’re also asking a lot of DPS or tanks in those situations, but that information isn’t always conveyed well except through trial and error.

In Conclusion

We do understand that some healers are frustrated and giving up. That is sad and unfortunate. But the degree to which it’s happening, at least at this point in time, is vastly overstated on the forums. We also know that plenty of players like the changes and find healing more enjoyable now. Both sides need to spend a little less effort trying to drown out the other side claiming that everyone they know – and by extension, “the majority of players” – agree with their point. You shouldn’t need to invoke a silent majority if you can make an articulate and salient point.

As always, we’re keeping an eye on things. There are a few bosses that seem responsible for more wipes than the others: Commander Springvale, Beauty, Altairus, and Admiral Ripsnarl perhaps. By the time you read this, you might have seen us implement Restoration druid buffs intended to keep them competitive in raids. We also just tend to nerf content over time because the original players hitting that content have moved on, so we want to open it up to a wider audience.

In any case, we want to ensure that everyone is having fun and enjoying their time with the game, and I hope that this post may serve to some as the “tare” button that helps you zero in on the intended dungeon difficulty scale. For others, just know that we are actively reading feedback. For everyone offering constructive posts and points about their experience, we thank you.

I see nothing in the entire blog post there saying anything like that.

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Not adding RDF is the biggest mistake!

indeed.

and note: Grushenka is a fail troll, he tell lies and showing hate toward anyone who prove him wrong.

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World of Warcraft supports a lot of solo play. However, we want dungeons to be a group experience. In fact, we think the game is more fun overall when you play with friends, which is why we put so much effort into encouraging players to join guilds for Cataclysm. Running a hard dungeon with friends tends to be a much better experience. Communication feels less awkward, and everyone is generally more supportive of mistakes. You learn the strengths and weaknesses and nuances of players that you run with regularly. There tend to be fewer loot arguments as well. PUGs have their place – don’t get me wrong. But we don’t want to sacrifice dungeons being fun and challenging for organized groups in order to have everything be conquered by any possible group. Make sense?

Then, as we know, they proceeded to cave in and nerf dungeons so that even low performing Dungeon Finder groups could breeze through them.

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Thats is 100% not what they said at all, how on earth did you get that from this " But throwing together up to 5 strangers and asking them to do challenging content that some of the group may have never seen before is always going to be risky."
And I snipped only that part because you showed, well twice now that you are doing exactly that, not being honest.
And the fun bit is
“But we don’t want to sacrifice dungeons being fun and challenging for organized groups in order to have everything be conquered by any possible group. Make sense?”
There is no way in a million years anyone could take from that what you did, I am only guessing you are doing it deliberately because you don’t seem stupid.

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You mean the part where Greg mentions that they put the effort to encourage, not force, people to join guilds.

Or the fact that also in the blog, he also mentions that Wrath dungeons being a zergfest was a mistake, as they are now in Classic.

Don’t believe me on the last one.

the Lich King Heroic dungeons (and Naxxramas) were too easy to zerg, setting up an expansion-long expectation that purple gear would come easy and often. In retrospect, that was a mistake.

And it wasn’t nerfed or anything before RDF or after RDF.

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Mistakes result in a loss of revenue. You’re still here paying. No mistake made.

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Right… So where was the mistake then to lose revenue?

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No mistake made.