One Dungeon of Each Type per Day

Suggestion: change it so normal HC can do the normal 5 per hour, pre 60. And leave SF as 1 per day pre 60.

HC is old enough that the novelty of 1 dungeon per day could be removed. SF is now here, to more accurately represent the old appealcore way of playing.

I’m sure a lot of you know the struggle of finding a tank. Especially in HC. It’d be nice to actually do a couple runs, when you find a group. A lot of people may have 16 hours to play on the weekends, but 1 or 2 on the weekdays. Making it frustrating to do dungeon quests.

Mage boosting is a non-argument as well. Since you get almost no exp with high levels in your group.

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what’s the ROI ?

I’m unfamiliar with the abbreviation of roi. Could you explain, please?

One of the key reasons for having the limitation was to force leveling into the real world, preventing dungeon leveling, this was beyond being power leveled by high level mages. So while it could be removed, do we want to lose most of the people in the world so they can go level in SM for 5-10 levels, as example? Just so it’s a bit easier to find a tank?

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It’s mostly for:

return of investment.

The way I got around this was to level 10 characters at once.

Not kidding.

Sure each individual character takes a while to hit 60 (all of them are between levels 40 and 48), but collectively my “xp per hour” hasn’t changed.

When you put wonky restrictions, people do wonky things to circumvent them.

I personally found the dungeon limit to very annoying on my priest and warrior.

I’ve basically made my own 10 character industry around this.

Three sets of three characters in rotation.

Two sets sit or rested xp.

One set gets world buffs for blow their rested xp.

One hunter (this character) that’s slightly in front of them all, collecting herbs and stone for bombs and elixirs. This hunter doesn’t do dungeons (or even quests). It just mob grinds for cloth and gathers and sells rare drops.

All of my characters are spread across ten different guilds. I also have a friends list on all of them that either accepts or purges others who eventually outlevel me.

Right now I have a group of friends that are in on the grind. We position our characters at SM with world buffs then log off for the next day.

Then we we log in. Clear SM arms/cath, hearth to IF, go to Theramore, run to RFD, then hearth to IF again and clear uldaman. Each three dungeon clear is a solid level or at least 2/3 a level at 45+. Also the gear is good and there’s a enough rare drops for each person to get at least one to sell on AH for 30-100g.

We all do this with our own set of three characters.

If you read my post, this is what happened anyway.

People just level multiple characters at once (I’m not the only one doing this). Every character was logged out next to stockades for a solid month. Ten stockade clears per day is very quick (about three hours max since you can instantly form groups for it).

Now take ten stockade clears and multiply that by 30 (30 days in a month), and you have 10 characters that went from level 24 to level 30 without ever leaving stormwind (remember that each character is getting 23.5+ hours of rested xp per day!).

In terms of “real life time” yes that’s a long time. In terms of game time played, it’s almost instant.

The only characters that doing anything in the real world are both of my hunters. Without 2/2 improved feign death and carrion bird casting screech, I’m not going anywhere near dense hyperspawning mob clusters. Even my two hunters stay away. They just skirt the border of the zone picking up herbs and stone.

Remove hyperspawning and more people will level in the real world instead of dungeeons.

Honestly if you’re that afraid of dying in HC, why are you even playing on the server? So you can get to end game and petri-raid? Just be careful on positioning and what you’re fighting, hyper spawns aren’t a big deal.

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Everyone’s afraid of dying in hardcore.

#1 Form of Death: Disconnect Falling.

Can’t happen in a dungeon.

#2 Form of Death: Disconnect Drowning

Can’t happen in a dungeon.

#3 Form of Death: Disconnect while fighting a green mob.

Can’t happen in a dungeon, I got four people to cover me.

#4 Form of Death: Spell Caster/ Healing mob Hyperspawn

Can’t happen in a dungeon

People like dungeons because: “That which is dead stays dead.”

Conversely, in the open world, “That which is dead may never die” would be more apt.

no :expressionless: dungeon spamming is not allowed in HC
we want people out in the world

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Like I said, people circumvent this by leveling 10 characters at once.

This is my second account. I need more mooncloth and transmute alts. Most of them don’t need to get past level 35.

ok, great :expressionless:
that means a lot more people out in the world actually
leveling 10 characters? sounds like the policy is working

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Sounds like it has no effect on dungeon grinders.

The number one cause of death is not disconnects its people often doing stupid things or making mistakes. I have not had a single death from a disconnect, and I have plenty of deaths, I don’t even play on that stable of a connection.

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Explain deathlog drowning.

I guarantee 99% of those are DC’s. Now extrapolate that to falling and people dying to a green mob.

I don’t even enter water without pre-using a water breathing elixir.

Maybe don’t go underwater without a water breathing potion, and I have maybe DC’d under water once, in all the time I played on wow, so no not a big deal, its also easy to drown if your not paying enough attention.

As for falling people jump off stuff and die because they over estimate how much damage they will take, I don’t even know how you even attributing that one to a DC.

Lastly people die to green mobs all the time if they are low on health or do stupid things, or get adds, and don’t have a good exit strategy, some things hit well above their level, which is why you have to be careful in Westfall.

“Maybe don’t go underwater without a water breathing potion,” I don’t.

“Its also easy to drown if your not paying enough attention”. I don’t believe that more than 1% of drowning deaths are caused by a lack of attention on a hardcore server, I can tell by how others play in underwater environment, particularly early level dungeon BFD. You’re asking me to assume that everyone playing Hardcore has cognitive issues, which I do not. The best players in the classic on are hardcore. No one drowns by negligence, and the few that do would have died to something else anyway and ultimately leave the server.

“As for falling people jump off stuff and die” only in hardcore fail videos submitted to Asmongold.

Most falling deaths are someone dc’ed while auto running. The rest are at elevators. I can tell by deathlog.

“Lastly people die to green mobs all the time” only under level 20 (like westfall or barrens). Stupid forces you to die before 20.

" or do stupid things, or get adds" stupid =death=delete

“get adds” is 99% hyperspawn.

Have you ever actually watched death spam, it’s almost all 100% self induced, almost none of its DC, so no your examples are not reality, also getting adds is not hyperspawns, lol. Let’s face it maybe HC isn’t for you?

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Haven’t died once on 20 total characters. Seems like I’m doing well. You? You asked for no appeals, so this is the type of gameplay you get in return.