
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.


