New vs. Old wailing Caverns

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evil950510
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New vs. Old wailing Caverns

Unread post by evil950510 »

So I do not know if every one has seen it but I have found the new lay of what wailing caverns will look like. So everyone who was wondering how much will be gone and how this will effect the number of pets here you go.
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Re: New vs. Old wailing Caverns

Unread post by Chimera »

im very sad they're sealing up all the complicated instances just because people find them a nusance or whatever. It was designed to be challenging >_< if blizz didnt want it to work your brain they wouldnt of created such an intricate dungeon.

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Re: New vs. Old wailing Caverns

Unread post by evil950510 »

Yeah I do agree with you on that one. As I see it Blizzard will continue to shrink dungeons until they’re all just like The Stockades, a long tunnel that branches with a boss at the end of each one. That way new players will have that quick reward that they need to keep them from loosing interest.
Last edited by evil950510 on Sun Apr 10, 2011 3:32 am, edited 1 time in total.
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Re: New vs. Old wailing Caverns

Unread post by TygerDarkstorm »

I'm not sad at all, and even my bf who's been playing for 7 years likes the idea. That place was confusing as all hell and I avoided it like the plague on all my toons despite the good gear drops.

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Re: New vs. Old wailing Caverns

Unread post by evil950510 »

Well then Blackrock Depths should receive the same treatment as well. Its even more confusing and I have had more groups quit in the middle of it than Wailing Caverns.
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Re: New vs. Old wailing Caverns

Unread post by TygerDarkstorm »

BRD is a pain in the butt, I wouldn't mind it receiving similar treatment. But I'm sure I'm one of the few who actually like this change in WC. I'm the kind of person who gets lost *very* easily.

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Re: New vs. Old wailing Caverns

Unread post by evil950510 »

I hated the fact that if you die in Wailing Caverns it can be a very long walk back to your body.
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Re: New vs. Old wailing Caverns

Unread post by Chimera »

Sad to see WC get cut up, wouldnt mind seeing BRD getting serious blockage in like, most of the instance. And having Prison and Upper City seperated as well as LRBS/URBS getting same treatment. I know my way around every corner in all 4 of those dungeons but they are my most hated vanilla dungeons and i know a lotta ppl who are the same way.

@Evil: They changed that :) There are graveyard spirit healers outside Azerothian dungeon entrances now :) no more running through the pre-instance maze

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Re: New vs. Old wailing Caverns

Unread post by evil950510 »

REALLY!! I spent a good ten mins trying to get to my body once after dying durning the Thunder Lizard boss. The tank used a few short cuts and went around some mobs, so I had to carefully walk around to get to my body.
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Re: New vs. Old wailing Caverns

Unread post by Anyia »

The game is feeling less and less epic these days I reckon. I used to love BRD and LBRS (and what few UBRS runs I got into) back in the day. The world felt so much more immersive, and not to mention unforgivable. While I don't miss the time sinks of ye olde days, I do miss the feeling of awe you got in some of these dungeons.
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Re: New vs. Old wailing Caverns

Unread post by TygerDarkstorm »

The spirit healers are still faction based. IE, if you're an Alliance and you die inside of RFC, you still make the annoying run from way outside of Orgrimmar. However, I don't know if that stops applying at a certain level.

I would also like to leave this here, as I feel it applies. :)
I understand and respect gaming masochism. But, I think that changing mechanics to be more reasonable and less punishing is an improvement, not a detriment, to games in general. Many of us Original Gamers pine for the days of D&D-based yore when games were seemingly intended to break us down into sobbing masses created by an uncaring necromancer of pain and suffering, or at least didn't try to avoid it. Overcoming all of the obstacles (I CHOOSE NOT TO SHOOT HER WITH THE SILVER ARROW... NOOOOO) was a big part of what gaming (I HAVE 1 LIFE!?), and especially PC gaming (HOW DO I LOAD MOUSE DRIVERS?), were about. But, I feel we're lucky to now be in an age where those ideals (intended or not) are giving way to actual fun, actual challenge, and not fabricating it through high-reach requirements (I NEED A FAIRY MONK WITH A MAGIC LOCKPICK?).

What we've always been trying to do, what WoW has always been about (and to which much of its success is due) is to make an accessible MMO. Anyone that looks back at the game at launch and wishes it was as challenging now as it was then is not aware of the painstaking effort put into making this game accessible as compared to its predecessors. Since release we've refined that intent, eventually evolving the very few masochistic designs WoW actually ever started with, but ideally still offering those same prestige goals that give that feeling of achieving something great if you're able to pull it off. We've made a lot of progress toward striking that balance and continuing to evolve the game, but it's not something we're ever likely to perfect, and we'll be constantly working to hit that elusive goal. Hopefully it's to the benefit of everyone playing and enjoying the game, and they'll continue to enjoy the journey that a living, breathing, persistent universe will take us on.
http://blue.mmo-champion.com/topic/168505/old-wow

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Re: New vs. Old wailing Caverns

Unread post by Chimera »

Hmm.. i knew the dungeons that were in the cities (RFC, Stockades) were faction based but i dont think the others are, could be very easily wrong tho-- been several weeks since i was on my lowest alt and hes a hunter too so he never dies cause of his BoA's and cunning pet :3

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Re: New vs. Old wailing Caverns

Unread post by TygerDarkstorm »

It may just be those ones, I could very well be wrong.

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Re: New vs. Old wailing Caverns

Unread post by Moonlost »

On one side, I'm kinda glad for the change. Although I know my way though WC like the back of my hand, most other people don't and the maze at the back could be confusing as all hell.
On the other side.... does this mean that Skum is gone? :< I hope Skum remains somewhere, I love that big thunder lizard!

TygerDarkstorm wrote:
But, I feel we're lucky to now be in an age where those ideals (intended or not) are giving way to actual fun, actual challenge, and not fabricating it through high-reach requirements (I NEED A FAIRY MONK WITH A MAGIC LOCKPICK?).
Put gem in mouth? :P
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Re: New vs. Old wailing Caverns

Unread post by Vephriel »

No worries, Skum's been relocated and still exists. :) I was always fond of him too. ^^
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Re: New vs. Old wailing Caverns

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Moonlost wrote:On the other side.... does this mean that Skum is gone? :< I hope Skum remains somewhere, I love that big thunder lizard!
I read that as "--I hope Skum remains everywhere, i love that big thunder lizard!"

lol.. Eeeeeverywheeeere~

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Re: New vs. Old wailing Caverns

Unread post by evil950510 »

They need to keep Skum for when the day comes we can TAME HIM!!
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Re: New vs. Old wailing Caverns

Unread post by Moonlost »

Vephriel wrote:No worries, Skum's been relocated and still exists. :) I was always fond of him too. ^^
Oh good. :D * Thows confetti for Skum*
Xakaal wrote:
Moonlost wrote:On the other side.... does this mean that Skum is gone? :< I hope Skum remains somewhere, I love that big thunder lizard!
I read that as "--I hope Skum remains everywhere, i love that big thunder lizard!"

lol.. Eeeeeverywheeeere~
Ceiling Skum is watching you play WoW. >.>

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Re: New vs. Old wailing Caverns

Unread post by Vephriel »

Moonlost wrote: Ceiling Skum is watching you play WoW. >.>
*sigh* Now I'm going to have to make this into a picture...
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Re: New vs. Old wailing Caverns

Unread post by Chimera »

LOL i am looking forward to seeing how it works out :lol:

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