oldmandennis,Apr 28 2006, 10:06 AM Wrote:I didn't expect you to. I was asking in general what you were looking for - lvl 60 greens, lvl 70 blue, lvl 65 purple... what?
See, there is a big jump in the amount of time you invest per instance as you move along. WC, you do one time for 2 hours, probably. Starting with BRD, if you want to continue to progress your character, you run dungeons multiple times. And when you start raiding, you hit the same place maybe a hundred times.
So now the raiders have to play solo? And yet it is unreasonable to expect people who want to solo to raid?
Yes, that is exactly it. Blizzard tries (not always completly sucessfully) to balance the drops from an instance against the difficulty and duration of it. This is the crux of the matter. If you are ok with your hypothetical dungeon dropping lvl 60 greens, then it's not a big deal if it can be done by some classes can do it in 20 min. If you want 60 blues, then it has to compare roughly to strath/scholo/DM. And by the way, no nonraid instance drops purples at a reasonable rate.
27 was a bit of an exageration, it's supposed to be one for each tree of each class. However, it would be atleast 9, and probably more. If you are really challenging the players, there will definatly be encounters that are very easy for shadow priests, and difficult for holy ones, and visa versa. If you don't make all the wings, it will be easymode for some classes/specs if it is possible for less optimal ones. And if it's easy mode, you can't pass out gear better then what you get in Strath/Scholo
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I'm not Jarulf, but I'll take a stab at that.
Ilvl 20 greens and the occasional blues in a level 20 instance, Ilvl60 greens and blues in a level 60 instance, above that in metalevel >60 instances. With difficulty for each comparable to instances designed for larger groups.
Why not provide class skills this way? Some of the most interesting low level quests were for class skills, it's certainly a more interesting way to learn them than clicking on a trainer. Could be used just to provide an alternative method of obtaining those skills that are currently raid-only if nothing else.
27 different instances aren't needed. Just one (for each power level) that has some options on the way to the end would do. Depending on their class a player could go through the left room and fight the magic immune boss, the center one that needs some tricky stealth work or the right one and face a swarm you need to AOE down fast.
The game hasn't been out long enough to run any of the 7-day lockout instances a hundred times.