Be careful who you listen to regarding difficulty

#1 - Sept. 28, 2012, 11:42 a.m.
Blizzard Post

I can say with certainty that the people who want dungeons more difficult are the minority. They need to be able to be done by pug groups that don’t have exotic gear. I’m sure they are going to flame me like crazy for this but it is because they are an extremely vocal bunch. Not everyone has 4 hours to fight the same fight over and over with the same group and tons of communication. The most common dungeon group has to be a random one, and most people are taking the same path over and over again despite diminishing returns because the other paths are too hard!

What’s the goal with making them harder? To appease the people who already can do it and have it on autopilot.

What’s the goal with making them easier? To make them more accessible to everyone else who still has yet to do them and get the goodies!

Think about it.

#15 - Sept. 28, 2012, 5:41 p.m.
Blizzard Post

Threads like these have the potential to get a bit volatile. Please remember to provide constructive criticism with each other, and foster dialogue over name calling.

That being said, we are indeed careful about analyzing what the feedback really means. Everyone has legit feedback to give, no matter how it is constructed – part of our job as Developers is to look at feedback from any sort, and attempt to glean the essence of their feedback.
Sometimes it is simple: This boss hurts my face and can kill me in one shot with his Flameburst attack, and there’s no way to dodge or block it!
Sometimes it’s rather complex: Nerf FlameBurster boss in CoF he’s totally OP!

Both are just examples of what could be the same issue, and both have merit. The second example would usually only draw a cursory glance which can lead a reader to the assumption that a group just got rolled and couldn’t defeat a boss… but the first example is more indicative that there might be a problem with some numbers and balance.

It’s part of our job to read your feedback, investigate things, and make a decision on what we find. Some feedback is harder to glean actionable items from, but that’s part of what we do.

#19 - Sept. 28, 2012, 6:18 p.m.
Blizzard Post

Would it be too much to ask of you currently for a general “no promises being made” update into what you guys are seemingly getting from the community in general so far? would be interesting to hear which way you guys are leaning towards currently as to future development changes to dungeons which have been the most controversial aspect of the game for many

We have plans, and we’ll be commenting on them very soon. I wish I could have a “no promises being made” thread where we talk about things, but the unfortunate aspect of a dev revealing plans and intentions is that in itself is a promise. And we may say something, build it, try it, and then iterate on it to the point it is not what we said, and that tarnishes credibility we had in claiming something, even though the system it became might be measurably better. The danger is in systems that change that aren’t easily measured as better or worse, that are different from our initial assertions and expectations.

#22 - Sept. 28, 2012, 6:58 p.m.
Blizzard Post

If you lack communications players complain, but if you talk too much players will use your words against you.
There is no winning beside maybe letting out informations that are confirmed to be happening soon.

Indeed. I can say this though, we recognize failures not just in random occasions, but in total systems and dungeons in general. The great thing about an MMO/Live game, is that we can change it for the better. We have plans to change things based on feedback, and we are finalizing those plans right now. As soon as we are done and have a solid actionable plan, we’ll let you all know what that is, and what you can expect for the future of dungeons.

#25 - Sept. 28, 2012, 7:12 p.m.
Blizzard Post

We try to be as transparent as possible with our changes. Some things, like closing exploits, we aren’t always going to post about. You never want to directly put down someone’s idea though, or point out specific people since that can have unforeseen consequences (ahem).
But yes, there are good player suggestions that we outright implement without any tweaking whatsoever. “crystals are too hard to kill” being an example. Yup, they’re a bit on the tough side for how many there are at any given time – nerfing the toughness seems appropriate. That’s gonna happen on Monday though, but I felt it was a solid example