This was mentioned in nearly every single feedback thread throughout the PTR. Every weekly update had people begging to add a checkpoint or portal into this dungeon.
I don’t understand the mentality behind this. It’s completely unfun.
This was mentioned in nearly every single feedback thread throughout the PTR. Every weekly update had people begging to add a checkpoint or portal into this dungeon.
I don’t understand the mentality behind this. It’s completely unfun.
you want death to be fun?
It isn’t just that dungeon either. Neltharus is like that, and a few others. I don’t really get it. Blizz said they didn’t want checkpoints cause it made dungeons feel more immersive but… like… I am in a timed mythic plus key? I am so far out of the immersion of the dungeon when doing timed runs. How is this even a consideration? Deaths are indeed already punishing so why do I need a 3-4 min walk back?
Deaths eat up your timer and already cause you to redo the pull and/or boss again. Adding a lengthy walk back is like pouring salt into the wound. Long walk backs also tend to break a groups momentum which is fairly important in a timed run.
Imagine if in basketball and every time you missed a shot, they made you walk 10 laps around the court before you got into the game again. Pretty much the same thing here.
“we want a sense of pride an accomplishment”
They should realize for the majority of their players seeing a dungeon for the 25th time…nothing immersive about it especially the older ones.
ive easily got 500-1000 runs on vortex pinnacle over the years. The immersion was gone a very very long time ago.
Blizz doesn’t play their own game
Halls of Infusion has some shortcuts where you can jump down to the 2nd and 3rd boss area, but you really should respawn at the boss you last killed.
Blizzard apparently hates when people pay money to play their game. It’s like a relationship where they want to leave but don’t want to make the first move, so they just try to annoy the playerbase to quit first so they can feel like the victim.
These dungeons really need better checkpointing. Having your character respawn somewhere that doesn’t lose you 2-3 minutes on the timer is much more valuable than any “RP value” gained from not having good checkpointing.
It just isn’t fun depleting a key because of a run-back.
The dev interview response killed me.
“We don’t want players warping through the dungeons. We want them to feel immersive and big”
Oh… ok. So it’s ok that I, as a player, can warp TO a dungeon and I can warp OUT of a dungeon. But having even just one checkpoint in the middle of a dungeon is crossing the line?
What about raids? There are checkpoints in raids but putting that in big dungeons is too much? What a load of crap.
HoI has shortcuts to the 2nd and 3rd bosses.
Yeah 2 short cuts with like 300% increased movement speed out of combat. Seems basically the same.
They added this after my post was created.
Yeah, don’t know which dungeon designer at Blizz thought the run backs should be part of what makes a key challenging, but they’re wrong
Also as far as I know, HoI is the only one with this problem. All of the other dungeons have boss saves and port skips. Think Nelth doesn’t but that dungeon is designed so all 4 bosses are relatively close to spawn point.
This was a major problem with Shrine of the Storm. People never liked it. Everyone hated it.
They are just lazy and don’t listen to feedback.