That isn't the intention. Now, there could be times were a particular dungeon has a specific mechanic, pull, or encounter that is more difficult than we intended in all difficulties. In cases like that you may see us make adjustments to the dungeon across the board. But, to be clear, our intent isn't to make Challenge Mode dungeons more accessible or easier over time. In part this is also why, as you acquire more powerful gear over the course of the expansion, it will be scaled down in this setting so that the challenge remains roughly equivalent from the start of the expansion to the end. We also don't allow matchmaking for them, as they're intended to be difficult for organized groups. |
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I can totally see you guys nerfing a previous set when a new set comes out however. The Challenge Mode dungeon structure is really closely bound up with the leaderboards we’re going to have. It isn’t really possible to “nerf” the content meaningfully without invalidating those leaderboards. It may be helpful to think of the Gold medal armor sets as analogous to Gladiator mounts. We may have a new “season” of Challenges, with new dungeons to race through, but that doesn’t mean that past seasons’ rewards will suddenly become more attainable.
If players really like Challenges and we see a lot of interest in the leaderboards, there's definitely the potential there for extending the system to raid content in some form. We've already seen a lot of interest in raid speed runs -- from our very own BlizzCon Live Raid to other events that fansites have hosted with streamed races between top guilds -- and it’s compelling to us. We'd love to explore formalizing that system! |
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Not only that, a good, organized Challenge Mode group will likely find farming Valor in Challenge dungeons to be more efficient. They're not set on a lockout like Heroic dungeons are, and the bosses reward more Valor than on Heroic, plus there's a daily quest to complete a specific Challenge Mode dungeon each day for a Valor bonus. Conversely, a player who doesn't readily have four friends online at regular intervals will probably find running Heroic Dungeon Finder to be more efficient for obtaining Valor. Challenge dungeons are at least on par with the most difficult Burning Crusade Heroics, and death will still cost ya. Now, in this thread I've been sharing a lot of information I've learned from Ion Hazzikostas, an awesome man, so I just want to throw in my own copper (psst, I have more than two!). I've never been more impressed with a World of Warcraft endgame design model than I am with Mists. I think the way various prestige, vanity, fun, diverse, and power-increasing progression systems are designed shows such a commitment to the creation of gameplay with broad appeal, while preserving the philosophy that prestige can be earned through a combination of effort and exceptional performance. Did I just go full fanboy on our devs? I'm sorry. You never go full fanboy. ;) |
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If you're looking for endgame content for which you can queue up to find a group, there's more of that for you in Mists than there ever has been in the history of this game. |
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Yes in a way it will get "easier" in time. The format is actually even a little more complicated than that. Just as an example: hit cap. As you surpass the 5-player Heroic dungeon item level you'll eventually cap out hit. If we equally averaged all your stats back down to 90 Heroic dungeon levels, it'd feel crappy. In that scenario you'd be running upcoming Heroic raid content at hit cap without missing, then enter a Challenge dungeon and be missing too much. You'd then have to keep a separate set that stacks a ton of hit to make up for the loss in averages. So your hit won't scale down as much. If you're not missing raid bosses in your epic gear, you probably shouldn't be missing bosses in Challenges either. But trinkets effects and procs will be scaled down as well and set bonuses will be deactivated. Edit: Removed incorrect reference to block. I'm still trying to get more caffeine in my skull. If you just wanted points you just pick up any one. Lakhesís, your statements are very in-line with some of our development philosophies regarding matchmaking systems, player expectations in random versus pre-made groups, etc. :) My biggest concern about Challenge modes is the opposite. Not that they will be nerfed, but they will be ´hotfixed´ to remove semi-exploits. You bring up some legitimate concerns, Adrena. All I can say is we share those concerns and will be watching things very carefully. There will definitely be some class synergy that will work well for specific dungeons or encounters. That's okay. But we do want to make sure there's integrity in the leaderboards regardless. |
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If you're just at hit cap in a raid, you'll be just at hit cap in Challenges. So if you swap out any hit to stack other stats you'll be dropping below cap. |