Behold, my first review of an Outland instance.
1. Accessability
The Blood Furnace is part of the Hellfire Citadel, located smack in the middle of Hellfire Peninsula. You're pretty much bound to come through here when you're roughly in the right level range for the local instances, and none of them is more than a stone's throw away from Thrallmar and Honor Hold, which is very convenient.
About the worst problem you could have is that not all members of your group might be able to find the entrance right away, or at least that used to be an issue back in the days before flight was available at level sixty. The thing is that the summoning stone, the portal to Ramparts and the one to Shattered Halls are all conveniently located on the same ledge, but getting to the Blood Furnace door without flying requires you to loop around the southern rampart and climb up some stairs west of the place, which is a bit counter-intuitive.
2. Atmosphere
Personally I find Outland instances in general less atmospheric than most, but Blood Furnace doesn't do too badly. You can believe that this is where some mad science is going down, what with the shady technicians, evil warlocks and corrupted orcs in cages.
3. Story & Quests
Both the Alliance and the Horde get two quests for this instance, one to collect blood from the fel orcs and one to "investigate" the furnace. Both of these quests require you to have completed pre-quests in the Ramparts but give pretty good rewards for the level.
As far as story goes, the Blood Furnace probably has one of the best ones of all Outland instances, and one that immediately egaged me the first time I did it. Basically both Horde and Alliance are wondering what's going on with all those fel orcs in the area and send you to the Furnace to find out, where you get to discover that - spoiler - Illidan has trapped Magtheridon in the basement and is using the pit lord's blood for his own nefarious purposes. Le gasp! (Though I have to admit that it took me many, many runs until I noticed that you can actually look down on Mags from where you kill the last boss.) So... that's pretty cool.
4. Length
Blood Furnace is what I'd call "standard Outland instance length", which means it should take somewhere between half an hour and one hour to complete, assuming your group doesn't run into any major problems. I always found that a pretty pleasant length, but your mileage may vary.
5. Layout
Like all Outland instances, Blood Furnace is very straightforward in terms of layout and it's completely impossible to even take a single wrong turn. Some call this "Shattered Halls syndrome" and deride it for being boring. I kind of see their point, and I think Blizzard has taken a step into the right direction by creating some more interesting dungeon layouts again in WOTLK, but I'd still take a straightforward instance like this over something as hopelessly confusing as say, Maraudon, any day.
6. Trash
The trash in the Blood Furnace is pretty damn brutal. It can be tricky enough on normal difficulty, but oh my god, heroic mode. Stealthed rogues are all over the place, waiting to pick off any clothie who dared to run too far ahead or somehow fell behind. Shadowmoon Technicians throw dynamite and put down proximity bombs which still hurt somewhat even at level eighty. Certain warlock mobs summon felhounds and succubi, and if that summon isn't interrupted you're in for a world of trouble. Oh, and who could forget those massive felguards with the random charges and aggro resets? This is the kind of instance people remember when they say that the trash mobs in Northrend instances don't put up enough of a fight.
7. Bosses
The first boss, The Maker is pretty uninteresting to be honest, just some tank and spank guy with a mind-control gimmick. The last boss, Keli'dan the Breaker isn't terribly interesting either, despite of being Magtheridon's jailer. Though I have to admit that he'll always have a special place in my heart, because back when I played WoW in German, fighting him always meant that I got to listen to the most awesome voice acting in all of BC ever.
The most interesting and memorable boss in the Blood Furnace is undoubtedly Broggok, or rather the "cage event" leading up to him. You pull a lever and four cages full of enraged fel orcs open one after the other - and they all hit very hard and stun. Oh, the wipes I had there... good times.
8. Loot
Being the Outland instance with the second lowest level requirement, Blood Furnace is pretty awesome for loot, as you'll likely still be wearing some levelling gear that you already would have liked to replace twenty levels ago. If you look at the loot table, it also seems that the designers went through some sort of checklist to make sure that there was truly something for everyone among the drops. There are of course a lot of snazzy caster drops, but also something for rogues, caster druids, caster shamans, hunters, and the obligatory odd paladin item.
It's also worth noting that for many people these will be their first items with sockets, and they are more powerful than ever now that you can cheaply stick some uncommon Northrend gems in there that are better than even epic quality ones were back in BC.
And then there are the quest rewards of course.
Overall I have to admit that Blood Furnace isn't an instance that I'd like to run over and over again, even now, but it's definitely worth visiting at least once during your levelling career, if just for the story and quests, plus a shot at a good drop or two.
It's unfortunate that it can be quite hard to find a group for this instance these days, as there aren't even sufficient amounts of levelling death knights around anymore. The increased levelling speed in Outland also means that it's quite possible to sit in Looking For Group for a few hours just to realise that you already outlevelled the early Hellfire instances while questing in the meantime. Hopefully this is something that will be alleviated by the arrival of cross-server LFG in patch 3.3.
Showing posts with label instance review. Show all posts
Showing posts with label instance review. Show all posts
18/11/2009
25/10/2009
Instance Review: Zul'Farrak
Today I'd like to talk about another low-level instance that is very close to my heart: the troll city of Zul'Farrak.
1. Accessability
Zul'Farrak is located in Tanaris, which lies pretty much at the end of the world if you're looking at it from anywhere significant (like a capital city). Your first journey to the zone will take a fair amount of time, but it's worth it: Where else would people get their fix of Noggenfogger Elixir? The quests in the area also have as much synergy as you're currently going to find in any part of the old world, which makes it a fairly pleasant place to level. (Pirate quests!)
Once you've actually got the flight path to Gadgetzan, getting to Zul'Farrak is easy enough, as it's only about a minute's ride away from town.
2. Atmosphere
This is personal bias speaking here, but I absolutely dig any and all instances with trolls in them. I'm not entirely sure why that is - after all I play a troll myself and hearing their death noises has been known to make me twitchy on occasion. ("What was that? Am I still alive? Phew.")
Maybe it's because all the troll instances have a certain old-school adventure flair about them. "Indiana Jones and the secrets of Zul'Farrak", anyone? I could totally see it.
3. Story & Quests
Unless you want to get into troll lore in general, the "story" of Zul'Farrak can be summed up pretty simply: There's a bunch of bloodthirsty troll bastards who have lots of stuff. Let's take it! They are clearly evil anyway. Does a good adventurer really need any more justification?
As far as quests for the instance go, there are a ton of them; and almost all of them are available to both Alliance and Horde. Conveniently a lot of them can also be picked up quite close to the instance and don't have any pre-quests. It's interesting that they are without exception about stealing stuff from the trolls for other people. You're not the only one who wants a piece of those riches! (Though you could argue about the objective value of things like scarab shells and troll tempers.) This makes Zul'Farrak an excellent place for gaining a huge chunk of experience in your fourties.
4. Length
Obviously people's ideas of what's the ideal length for an instance will vary a lot as it's very subjective, but I find Zul'Farrak's length to be quite close to ideal. With a competent group it shouldn't take all day, but you're getting a good chunk of content for your time.
Due to the instance's circular nature there is no single predefined route through it, so if you're short on time you can always just aim for the part you are after and skip other bits, thereby adjusting the length to your needs.
5. Layout
As just mentioned, Zul'Farrak is basically one big circle. This can be mildly confusing during your first visit ("Wait, haven't we been here before?"), but it's not too bad. There are a lot of walls, huts, nooks and crannies that make the instance feel like a real place, but due to the circular layout you can't really run into any dead ends.
6. Trash
Sandfury trolls are hard. Well, at level anyway. This makes Zul'Farrak a good place to practice playing your role in a group, because there's a lot to do for everyone. First off there are many patrolling mobs to watch out for, which can easily lead to overpulling if someone doesn't watch where they are standing. Most trolls will also try to flee when low on health, increasing the risk of unwanted adds even more. Slowing abilities and focused fire are key.
They also have a whole host of abilities to annoy you, like heals, totems and crowd control - their hex in particular is extremely overpowered, can be cast on the tank and doesn't break on damage, like, at all. Ouch! Dps needs to learn to help with things like interrupts and dispelling.
7. Bosses
I'll be honest here and admit that many of the bosses in Zul'Farrak aren't very memorable by themselves. There's that basilisk guy, that zombie guy, that chief guy... but who even remembers their names? The only one that really stands out is Gahz'rilla, but that's simply because he's the only boss that isn't a troll, and seeing him emerge from his pool of water for the first time can be quite awe-inspiring to the average newbie. Plus, back in the day you needed a special item to summon him which was quite hard to acquire, so actually getting to see him felt special. Zombie boss can also be memorable if you've ever been in a party with someone who refused to listen to the instruction to not touch any of the graves.
However, there is one thing that's more epic than any other instance boss encounter that I can think of: the "stairs event". There's nothing quite like running up that pyramid, freeing the prisoners and just as you're congratulating yourself on another job well done, you turn around, look down... and suddenly there's a sea of trolls in your way. Then you have to spend the next ten minutes fighting your way out in a truly epic manner. For that encounter alone the instance is worth visiting.
8. Loot
You can't talk about Zul'Farrak loot without mentioning Sul'thraze the Lasher, an epic sword that is acquired by combining two rare blue boss drops from the instance. It's actually not that amazing a weapon, but at level fifty owning an epic still means something and is great for showing off. You do need to get quite lucky though, to see both halves of it drop and also win the roll.
As far as more ordinary boss drops go, Zul'Farrak still has some odd leftovers with questionable stats on them. I mean, were items with negative stats ever a good idea? And which class wants to spend their time meleeing with a staff? There's still some awesome loot for clothies and caster druids though, plus a few items for rogues and other lithe melee fighters. Any plate wearer not wearing heirlooms will also be happy to pick up some Big Bad Pauldrons.
The quest to kill Gahz'rilla also rewards people with an interesting trinket, the Carrot on a Stick. It's hardly amazing, but at low levels it's easy to not get any trinkets at all for a long time, so having something to stick into that empty slot feels quite satisfying.
In summary, Zul'Farrak is an instance with amazing atmosphere and some interesting and unique rewards. Since it's easy to get to and has a lot of quests to offer it's pretty much always worth a visit, even if you're trying to power-level. And it has the stairs event, which is one of the best five-man boss encounters ever and fun at any level. 'nuff said!
1. Accessability
Zul'Farrak is located in Tanaris, which lies pretty much at the end of the world if you're looking at it from anywhere significant (like a capital city). Your first journey to the zone will take a fair amount of time, but it's worth it: Where else would people get their fix of Noggenfogger Elixir? The quests in the area also have as much synergy as you're currently going to find in any part of the old world, which makes it a fairly pleasant place to level. (Pirate quests!)
Once you've actually got the flight path to Gadgetzan, getting to Zul'Farrak is easy enough, as it's only about a minute's ride away from town.
2. Atmosphere
This is personal bias speaking here, but I absolutely dig any and all instances with trolls in them. I'm not entirely sure why that is - after all I play a troll myself and hearing their death noises has been known to make me twitchy on occasion. ("What was that? Am I still alive? Phew.")
Maybe it's because all the troll instances have a certain old-school adventure flair about them. "Indiana Jones and the secrets of Zul'Farrak", anyone? I could totally see it.
3. Story & Quests
Unless you want to get into troll lore in general, the "story" of Zul'Farrak can be summed up pretty simply: There's a bunch of bloodthirsty troll bastards who have lots of stuff. Let's take it! They are clearly evil anyway. Does a good adventurer really need any more justification?
As far as quests for the instance go, there are a ton of them; and almost all of them are available to both Alliance and Horde. Conveniently a lot of them can also be picked up quite close to the instance and don't have any pre-quests. It's interesting that they are without exception about stealing stuff from the trolls for other people. You're not the only one who wants a piece of those riches! (Though you could argue about the objective value of things like scarab shells and troll tempers.) This makes Zul'Farrak an excellent place for gaining a huge chunk of experience in your fourties.
4. Length
Obviously people's ideas of what's the ideal length for an instance will vary a lot as it's very subjective, but I find Zul'Farrak's length to be quite close to ideal. With a competent group it shouldn't take all day, but you're getting a good chunk of content for your time.
Due to the instance's circular nature there is no single predefined route through it, so if you're short on time you can always just aim for the part you are after and skip other bits, thereby adjusting the length to your needs.
5. Layout
As just mentioned, Zul'Farrak is basically one big circle. This can be mildly confusing during your first visit ("Wait, haven't we been here before?"), but it's not too bad. There are a lot of walls, huts, nooks and crannies that make the instance feel like a real place, but due to the circular layout you can't really run into any dead ends.
6. Trash
Sandfury trolls are hard. Well, at level anyway. This makes Zul'Farrak a good place to practice playing your role in a group, because there's a lot to do for everyone. First off there are many patrolling mobs to watch out for, which can easily lead to overpulling if someone doesn't watch where they are standing. Most trolls will also try to flee when low on health, increasing the risk of unwanted adds even more. Slowing abilities and focused fire are key.
They also have a whole host of abilities to annoy you, like heals, totems and crowd control - their hex in particular is extremely overpowered, can be cast on the tank and doesn't break on damage, like, at all. Ouch! Dps needs to learn to help with things like interrupts and dispelling.
7. Bosses
I'll be honest here and admit that many of the bosses in Zul'Farrak aren't very memorable by themselves. There's that basilisk guy, that zombie guy, that chief guy... but who even remembers their names? The only one that really stands out is Gahz'rilla, but that's simply because he's the only boss that isn't a troll, and seeing him emerge from his pool of water for the first time can be quite awe-inspiring to the average newbie. Plus, back in the day you needed a special item to summon him which was quite hard to acquire, so actually getting to see him felt special. Zombie boss can also be memorable if you've ever been in a party with someone who refused to listen to the instruction to not touch any of the graves.
However, there is one thing that's more epic than any other instance boss encounter that I can think of: the "stairs event". There's nothing quite like running up that pyramid, freeing the prisoners and just as you're congratulating yourself on another job well done, you turn around, look down... and suddenly there's a sea of trolls in your way. Then you have to spend the next ten minutes fighting your way out in a truly epic manner. For that encounter alone the instance is worth visiting.
8. Loot
You can't talk about Zul'Farrak loot without mentioning Sul'thraze the Lasher, an epic sword that is acquired by combining two rare blue boss drops from the instance. It's actually not that amazing a weapon, but at level fifty owning an epic still means something and is great for showing off. You do need to get quite lucky though, to see both halves of it drop and also win the roll.
As far as more ordinary boss drops go, Zul'Farrak still has some odd leftovers with questionable stats on them. I mean, were items with negative stats ever a good idea? And which class wants to spend their time meleeing with a staff? There's still some awesome loot for clothies and caster druids though, plus a few items for rogues and other lithe melee fighters. Any plate wearer not wearing heirlooms will also be happy to pick up some Big Bad Pauldrons.
The quest to kill Gahz'rilla also rewards people with an interesting trinket, the Carrot on a Stick. It's hardly amazing, but at low levels it's easy to not get any trinkets at all for a long time, so having something to stick into that empty slot feels quite satisfying.
In summary, Zul'Farrak is an instance with amazing atmosphere and some interesting and unique rewards. Since it's easy to get to and has a lot of quests to offer it's pretty much always worth a visit, even if you're trying to power-level. And it has the stairs event, which is one of the best five-man boss encounters ever and fun at any level. 'nuff said!
Tags:
instance review,
instances,
zul'farrak
11/10/2009
Instance Review: Scarlet Monastery
Today I'd like to look at a classic instance and why it is awesome. So far Blizzard hasn't announced any intentions of making a heroic version of this old five-man, but if they intend to do more after the Deadmines and Shadowfang Keep, the Scarlet Monastery strikes me as a prime contender due to how iconic and popular it has become over the years.
So, let's look at all the things that are great about it:
1. Accessability
For Horde players, getting to the Scarlet Monastery is extremely convenient, as it only requires a two-minutewalk ride from the Undercity, even at level.
For the Alliance it's very much the opposite and to be honest I'm not sure why the instance is so popular with them despite of it, but I guess it offers enough incentive to go there to make it worth it. As it is, an Alliance player who wants to kick some Scarlet behind has to fly to Southshore and then cross three zones on their own, one of which is enemy territory. Nowadays you can at least ride, maybe even already at 100% speed increase, but back when I played Alliance you usually had to walk all the way, which considerably increased the risk of getting ganked by a passing Brill guard. And yet people still did it en masse even back then. Go figure.
2. Atmosphere
The Scarlet Monestary is very much not a dungeon in the classic sense, but it's definitely atmospheric. Even though the place isn't much to look at, it does look and feel like a monastery, with its sun-filled courtyards and quiet alcoves stuffed with bookshelves.
3. Story & Quests
The Scarlet Crusade doesn't have a story with a beginning and an end, but they are simply an entity that will be present as a common enemy throughout your whole levelling career. If you start as Forsaken, you'll encounter Scarlets as early as level three. They are all over the plaguelands and in Northrend you'll end up facing the Scarlet Onslaught, which is just a fancy name for "Scarlet dudes who went to Northrend". As such taking out some important characters belonging to this faction feels quite satisfying. Kelpsacovic would call them "well-crafted" I guess.
In terms of quests, there are quite a few connected to the Scarlet Monestary. Both factions have a quest to actually take out all the bosses except the ones from the graveyard, and most of the others are about finding books in the library. Makes perfect sense and adds a nice chunk of XP!
4. Length
The Scarlet Monestary was the first instance to be split into different wings, four in this case: the graveyard, the library, the armoury and the cathedral. This was quite a stroke of genius as it meant that you can basically choose the length of your instance run. If you've got a lot of time on your hands you can clear all four wings in one go, but it's just as acceptable to stop after only one wing. Since they are all separate it's not like someone suddenly bailing halfway through BRD, leaving the party with the awkward question if anyone even remembers the way back to the summoning stone to get a replacement.
What this means is that the length of this instance is simply... ideal. It can be short, relatively long and anything in-between just as you require. If that isn't a great design then I don't know what is.
5. Layout
You'd be hard-pressed to get lost in any wing of the Scarlet Monestary as it's quite linear - either you go further in or you run back out. Fortunately that doesn't mean that it's just a boring tunnel, it still feels like a real place: The library has little alcoves with bookshelves and extra mobs inside for example, and the cathedral has a massive cloister with fountains, through which you can choose your own path at your leasure without having to kill off all the trash in it.
6. Trash
Speaking of trash... the Scarlets are actually reasonably challenging at level, mainly because almost without exception they will run away when they get low on health, making it very easy to get adds when you really don't need them. A lot of them are also able to heal, which makes getting adds even more annoying as you'll have to deal with multiple opponents healing each other up all the time. Some of them also have other annoying abilities like stuns and kicks.
On the plus side, if you've ever been annoyed by paladins' seeming invincibility in PvP, you can have a field day in here by killing them in droves. It's obviously not the same, but still satisfying.
7. Bosses
The Scarlet Monestary has some very iconic and memorable bosses, the most important ones being Herod with his "blades of light" and Whitemane and Mograine. "Arise, my champion!" See? I'm really bad at remembering quotes but even I know these without having to look them up.
As far as difficulty goes, none of them are very hard, but you have to consider that this is a relatively low-level instance where people are still learning. Newbies to WoW at least get an early chance to familiarise themselves with some basic strategies like "moving away from spinny blades of death" (Herod) or the relevance of kill order (Whitemane and Mograine).
8. Loot
Loot from any levelling instance is obviously always going to be temporary, but some of the drops from the Scarlet Monestary are likely to last you for a long time. Whitemane's Chapeau is such an awesome caster hat that you might keep wearing it until Outland for example. Any drops from Arcanist Doan are going to make the clothies drool. Plate wearers that can't wear plate yet will be delighted by any piece of the Scarlet set. Ravager and Mograine's Might are lovely weapons for anyone who likes to smash face with a big two-hander (though the proc on Ravager gets a bit annoying after a while). And Loksey's Training Stick is one of the first instance drops you'll find that is specifically tailored towards hunters and feral druids. There is more of course, but these are some of the nicest and most common drops.
It's worth mentioning that an extra, max-level boss can be summoned on the graveyard during Hallow's End, the Headless Horseman. He's not hard to kill and drops lots of fun stuff, making the instance worth a visit for allages levels.
So, let's look at all the things that are great about it:
1. Accessability
For Horde players, getting to the Scarlet Monastery is extremely convenient, as it only requires a two-minute
For the Alliance it's very much the opposite and to be honest I'm not sure why the instance is so popular with them despite of it, but I guess it offers enough incentive to go there to make it worth it. As it is, an Alliance player who wants to kick some Scarlet behind has to fly to Southshore and then cross three zones on their own, one of which is enemy territory. Nowadays you can at least ride, maybe even already at 100% speed increase, but back when I played Alliance you usually had to walk all the way, which considerably increased the risk of getting ganked by a passing Brill guard. And yet people still did it en masse even back then. Go figure.
2. Atmosphere
The Scarlet Monestary is very much not a dungeon in the classic sense, but it's definitely atmospheric. Even though the place isn't much to look at, it does look and feel like a monastery, with its sun-filled courtyards and quiet alcoves stuffed with bookshelves.
3. Story & Quests
The Scarlet Crusade doesn't have a story with a beginning and an end, but they are simply an entity that will be present as a common enemy throughout your whole levelling career. If you start as Forsaken, you'll encounter Scarlets as early as level three. They are all over the plaguelands and in Northrend you'll end up facing the Scarlet Onslaught, which is just a fancy name for "Scarlet dudes who went to Northrend". As such taking out some important characters belonging to this faction feels quite satisfying. Kelpsacovic would call them "well-crafted" I guess.
In terms of quests, there are quite a few connected to the Scarlet Monestary. Both factions have a quest to actually take out all the bosses except the ones from the graveyard, and most of the others are about finding books in the library. Makes perfect sense and adds a nice chunk of XP!
4. Length
The Scarlet Monestary was the first instance to be split into different wings, four in this case: the graveyard, the library, the armoury and the cathedral. This was quite a stroke of genius as it meant that you can basically choose the length of your instance run. If you've got a lot of time on your hands you can clear all four wings in one go, but it's just as acceptable to stop after only one wing. Since they are all separate it's not like someone suddenly bailing halfway through BRD, leaving the party with the awkward question if anyone even remembers the way back to the summoning stone to get a replacement.
What this means is that the length of this instance is simply... ideal. It can be short, relatively long and anything in-between just as you require. If that isn't a great design then I don't know what is.
5. Layout
You'd be hard-pressed to get lost in any wing of the Scarlet Monestary as it's quite linear - either you go further in or you run back out. Fortunately that doesn't mean that it's just a boring tunnel, it still feels like a real place: The library has little alcoves with bookshelves and extra mobs inside for example, and the cathedral has a massive cloister with fountains, through which you can choose your own path at your leasure without having to kill off all the trash in it.
6. Trash
Speaking of trash... the Scarlets are actually reasonably challenging at level, mainly because almost without exception they will run away when they get low on health, making it very easy to get adds when you really don't need them. A lot of them are also able to heal, which makes getting adds even more annoying as you'll have to deal with multiple opponents healing each other up all the time. Some of them also have other annoying abilities like stuns and kicks.
On the plus side, if you've ever been annoyed by paladins' seeming invincibility in PvP, you can have a field day in here by killing them in droves. It's obviously not the same, but still satisfying.
7. Bosses
The Scarlet Monestary has some very iconic and memorable bosses, the most important ones being Herod with his "blades of light" and Whitemane and Mograine. "Arise, my champion!" See? I'm really bad at remembering quotes but even I know these without having to look them up.
As far as difficulty goes, none of them are very hard, but you have to consider that this is a relatively low-level instance where people are still learning. Newbies to WoW at least get an early chance to familiarise themselves with some basic strategies like "moving away from spinny blades of death" (Herod) or the relevance of kill order (Whitemane and Mograine).
8. Loot
Loot from any levelling instance is obviously always going to be temporary, but some of the drops from the Scarlet Monestary are likely to last you for a long time. Whitemane's Chapeau is such an awesome caster hat that you might keep wearing it until Outland for example. Any drops from Arcanist Doan are going to make the clothies drool. Plate wearers that can't wear plate yet will be delighted by any piece of the Scarlet set. Ravager and Mograine's Might are lovely weapons for anyone who likes to smash face with a big two-hander (though the proc on Ravager gets a bit annoying after a while). And Loksey's Training Stick is one of the first instance drops you'll find that is specifically tailored towards hunters and feral druids. There is more of course, but these are some of the nicest and most common drops.
It's worth mentioning that an extra, max-level boss can be summoned on the graveyard during Hallow's End, the Headless Horseman. He's not hard to kill and drops lots of fun stuff, making the instance worth a visit for all
11/08/2009
Instance Review: Trial of the Champion
To start off, let me say that I wasn't looking forward to the release of this instance at all. Some people were getting excited as if we were going to see a new Magister's Terrace, but I already knew that this wasn't going to be the case. From all the information we had been given it was clear from the start that it was basically going to be an instanced version of Ring of Blood. And the fun thing about Ring of Blood was always that it was fairly unique; you did it once while levelling to get some great rewards for your level and then moved on. You didn't repeat it three times a day.
Unsurprisingly I felt quite unsatisfied when I finished Trial of the Champion for the first time. This was it? This was Blizzard's excuse for an instance these days? However, I have to admit that the more often I've run it since then, the more I've come to appreciate its good points. Only today I joined a pug for the heroic version with my hunter, and while we managed to wipe at least once on every boss, we still had fun. I think the key here is to be open to experiences different from what we're used to.
Let's go into greater detail:
1. Accessability
This an area where the new instance shines. The Argent Tournament grounds are only a two-minute flight away from Dalaran, if you've never been there before a friendly NPC will send you off for free so you don't even have to search for the local flight path, and if you're already a veteran crusader you can even teleport straight to the tournament. There's also a summoning stone. The only way to make it more convenient for people to get there would be to place an NPC in the Dalaran inn that teleports you straight into the instance. Seriously.
As far as I'm aware there are also no prerequisites for being allowed to enter. For a while I thought that being champion of at least one faction would be a requirement, what with the name of the instance and all, but as it turned out that's not the case. Trial of any old guy who just happens to come by, anyone?
2. Atmosphere
I said in my previous post that I like dungeons to live up to their name by being... dungeon-like. Dark caves, abandoned ruins, lairs of evil masterminds, that kind of thing. Trial of the Crusader on the other hand throws you into an arena where you're actually pitted against (mostly) friendly opponents by the "good" guys. That could hardly be any more different from my usual expectations, but let's run with it.
To be fair, Blizzard did make an effort to evoke some tournament atmosphere in the instance, but I find it a bit lackluster. I have some friends who never seem to get tired of Jaeren Sunsworn's speeches about their greatness, but personally I find the whole introduction too long and tedious. Other instances, like Culling of Stratholme, have long intros too, but at least something's actually happening there. In the Trial you just wait for lots of red text to scroll past, which is really not that interesting. Blizzard can do better than that.
3. Story & Quests
There are no quests connected to this instance. Woe. Story-wise... well. There is a story to the Argent Tournament as a whole, namely that the Argent Crusade is trying to select the most capable fighters for their final assault on Icecrown, to ensure that said fighters don't die too easily and end up returning as ghouls that are fighting for the enemy. The basic idea makes sense, but the logic of the actual implementation is debatable. 2fps summed it up much better than I ever could. Personally I cringe every time the Black Knight shows up to force-choke poor Jaeren Sunsworn, and all those important leader figures just stand there and do nothing.
4. Length
Trial of the Champion is hands down the shortest instance Blizzard has made to date. In a way that's both a blessing and a curse. As I said, initially it felt like quite a letdown, like the instance didn't provide me with enough sense of adventure. But once you get past that stage of wanting to explore and mostly come back to farm for certain drops it becomes a blessing. When your main concern is to find out whether boss X will refuse to drop that one item you want yet again, not having to fight your way through endless tunnels and tons of trash packs is something to be grateful for. It's a lot less immersive than it could be, but also more practical.
5. Layout
I'd like to see anyone get lost in this instance. It's a single, circular room! Unfortunately that also means that you're literally not going anywhere. The first couple of times I ran the instance, I had the instinctive urge to run onwards towards the next boss... except there was nowhere to go.
6. Trash
There is little trash in this instance: nine weakling opponents during the mass jousting event at the start and three packs of three before the second boss. I've said before that ideally the amount of trash in an instance should be a happy medium, not too much but not too little either. Considering that, I guess I should be glad that there are any trash mobs at all, yet at the same time... they make no sense. It makes sense for underground caverns to contain miscellaneous wildlife, it makes sense for the lair of some kind of big bad guy to contain some lackeys, but it does not make sense that if we're meant to face off against some powerful but benevolent boss to test our skills, we first have to beat up a couple of his assistants who don't even stand a chance. They are supposed to be our friends as well! And yet they don't get to walk out after being defeated like the bosses, we clearly kill them and then take their stuff. How wrong is that?
It very much feels like these mobs were inserted as an afterthought so people would get a bit more rep from the instance and actually have a chance at some green drops as well.
7. Bosses
As far as the boss encounters themselves go, I have little to complain about. They strike me as pretty well-tuned, easy if you overgear the place, but challenging if you don't. They are also reasonably unique: Whether you like jousting or not, it's not something that you get to do in any other dungeon. The Argent Confessor has a wide variety of memories to summon. Eadric the Pure is a bit of a pushover, but he introduces a mechanic that was only used during the Yogg-Saron encounter before (having to look away from the boss at certain times) into a five-man and the gimmick with the hammer sounds like fun, though I have yet to see it in action. The Black Knight has a whole story of his own as well as providing an interesting multi-phase fight. About the worst I can say about the bosses is that they all seem to challenge the healer more than anyone else, the tank has some things to watch out for, but if you're dps all you do is stand in one place and nuke a single target all the time. But that's really only a very minor complaint.
8. Loot
Ah loot, the Trial's big selling point. Finally the term "epic quality" has lost even the last of its splendour. In this instance every single boss drops nothing but epics, and the saying that "if everyone is special, no one is" applies to loot as well. The more loot with purple letters we get, the less people care about it. I've been in pugs without disenchanters where people simply left any items that nobody could use to rot, as they couldn't even be bothered to pick them up for vendoring. Epics, the new Shiny Fish Scales? I can't help being a bit saddened by that development.
Sad philosophical ponderings about loot colours aside, Trial of the Champion is simply the place to be these days if you're not a raider that's already kitted out in full best-in-slot gear. Normal and heroic mode combined drop a plethora of amazing items for pretty much any class and spec. If you care about making your character better at all, this is an opportunity you shouldn't miss out on.
In summary, Trial of the Champion is very different from the instances we're used to. It has very little going for it in terms of story and immersion, instead it's all about being able to farm for epic loot all day long. I say, enjoy it while it lasts. Loot aside, you can still go in there with some friends or even a good pug and have a blast. Do it while you can, because once everyone got all the drops they want, the instance's popularity will decrease drastically, and after the next gear reset I can't really see anyone going back to it, ever, simply because it's got little else going for it. I sure hope that's not the direction Blizzard intends to take with all or even most future instances, but for now I'm willing to look on the bright side and make the most of it.
Unsurprisingly I felt quite unsatisfied when I finished Trial of the Champion for the first time. This was it? This was Blizzard's excuse for an instance these days? However, I have to admit that the more often I've run it since then, the more I've come to appreciate its good points. Only today I joined a pug for the heroic version with my hunter, and while we managed to wipe at least once on every boss, we still had fun. I think the key here is to be open to experiences different from what we're used to.
Let's go into greater detail:
1. Accessability
This an area where the new instance shines. The Argent Tournament grounds are only a two-minute flight away from Dalaran, if you've never been there before a friendly NPC will send you off for free so you don't even have to search for the local flight path, and if you're already a veteran crusader you can even teleport straight to the tournament. There's also a summoning stone. The only way to make it more convenient for people to get there would be to place an NPC in the Dalaran inn that teleports you straight into the instance. Seriously.
As far as I'm aware there are also no prerequisites for being allowed to enter. For a while I thought that being champion of at least one faction would be a requirement, what with the name of the instance and all, but as it turned out that's not the case. Trial of any old guy who just happens to come by, anyone?
2. Atmosphere
I said in my previous post that I like dungeons to live up to their name by being... dungeon-like. Dark caves, abandoned ruins, lairs of evil masterminds, that kind of thing. Trial of the Crusader on the other hand throws you into an arena where you're actually pitted against (mostly) friendly opponents by the "good" guys. That could hardly be any more different from my usual expectations, but let's run with it.
To be fair, Blizzard did make an effort to evoke some tournament atmosphere in the instance, but I find it a bit lackluster. I have some friends who never seem to get tired of Jaeren Sunsworn's speeches about their greatness, but personally I find the whole introduction too long and tedious. Other instances, like Culling of Stratholme, have long intros too, but at least something's actually happening there. In the Trial you just wait for lots of red text to scroll past, which is really not that interesting. Blizzard can do better than that.
3. Story & Quests
There are no quests connected to this instance. Woe. Story-wise... well. There is a story to the Argent Tournament as a whole, namely that the Argent Crusade is trying to select the most capable fighters for their final assault on Icecrown, to ensure that said fighters don't die too easily and end up returning as ghouls that are fighting for the enemy. The basic idea makes sense, but the logic of the actual implementation is debatable. 2fps summed it up much better than I ever could. Personally I cringe every time the Black Knight shows up to force-choke poor Jaeren Sunsworn, and all those important leader figures just stand there and do nothing.
4. Length
Trial of the Champion is hands down the shortest instance Blizzard has made to date. In a way that's both a blessing and a curse. As I said, initially it felt like quite a letdown, like the instance didn't provide me with enough sense of adventure. But once you get past that stage of wanting to explore and mostly come back to farm for certain drops it becomes a blessing. When your main concern is to find out whether boss X will refuse to drop that one item you want yet again, not having to fight your way through endless tunnels and tons of trash packs is something to be grateful for. It's a lot less immersive than it could be, but also more practical.
5. Layout
I'd like to see anyone get lost in this instance. It's a single, circular room! Unfortunately that also means that you're literally not going anywhere. The first couple of times I ran the instance, I had the instinctive urge to run onwards towards the next boss... except there was nowhere to go.
6. Trash
There is little trash in this instance: nine weakling opponents during the mass jousting event at the start and three packs of three before the second boss. I've said before that ideally the amount of trash in an instance should be a happy medium, not too much but not too little either. Considering that, I guess I should be glad that there are any trash mobs at all, yet at the same time... they make no sense. It makes sense for underground caverns to contain miscellaneous wildlife, it makes sense for the lair of some kind of big bad guy to contain some lackeys, but it does not make sense that if we're meant to face off against some powerful but benevolent boss to test our skills, we first have to beat up a couple of his assistants who don't even stand a chance. They are supposed to be our friends as well! And yet they don't get to walk out after being defeated like the bosses, we clearly kill them and then take their stuff. How wrong is that?
It very much feels like these mobs were inserted as an afterthought so people would get a bit more rep from the instance and actually have a chance at some green drops as well.
7. Bosses
As far as the boss encounters themselves go, I have little to complain about. They strike me as pretty well-tuned, easy if you overgear the place, but challenging if you don't. They are also reasonably unique: Whether you like jousting or not, it's not something that you get to do in any other dungeon. The Argent Confessor has a wide variety of memories to summon. Eadric the Pure is a bit of a pushover, but he introduces a mechanic that was only used during the Yogg-Saron encounter before (having to look away from the boss at certain times) into a five-man and the gimmick with the hammer sounds like fun, though I have yet to see it in action. The Black Knight has a whole story of his own as well as providing an interesting multi-phase fight. About the worst I can say about the bosses is that they all seem to challenge the healer more than anyone else, the tank has some things to watch out for, but if you're dps all you do is stand in one place and nuke a single target all the time. But that's really only a very minor complaint.
8. Loot
Ah loot, the Trial's big selling point. Finally the term "epic quality" has lost even the last of its splendour. In this instance every single boss drops nothing but epics, and the saying that "if everyone is special, no one is" applies to loot as well. The more loot with purple letters we get, the less people care about it. I've been in pugs without disenchanters where people simply left any items that nobody could use to rot, as they couldn't even be bothered to pick them up for vendoring. Epics, the new Shiny Fish Scales? I can't help being a bit saddened by that development.
Sad philosophical ponderings about loot colours aside, Trial of the Champion is simply the place to be these days if you're not a raider that's already kitted out in full best-in-slot gear. Normal and heroic mode combined drop a plethora of amazing items for pretty much any class and spec. If you care about making your character better at all, this is an opportunity you shouldn't miss out on.
In summary, Trial of the Champion is very different from the instances we're used to. It has very little going for it in terms of story and immersion, instead it's all about being able to farm for epic loot all day long. I say, enjoy it while it lasts. Loot aside, you can still go in there with some friends or even a good pug and have a blast. Do it while you can, because once everyone got all the drops they want, the instance's popularity will decrease drastically, and after the next gear reset I can't really see anyone going back to it, ever, simply because it's got little else going for it. I sure hope that's not the direction Blizzard intends to take with all or even most future instances, but for now I'm willing to look on the bright side and make the most of it.
08/08/2009
What makes an instance good?
I have quite a few thoughts on the new five-man instance, but I figured that before I start rambling about what I do and don't like about it and why, it might be useful to create a point of reference for what I consider positive and negative qualities in an instance. So, without further ado, eight factors that play a role in whether I like or dislike a dungeon:
1. Accessability
Accessability means something different for levelling and for endgame instances. For a levelling instance it basically means "how hard is it to get there at the appropriate level". For example Ragefire Chasm is very accessible to Horde characters (in the middle of a capital city where even lowbies will usually spend a lot of time) and virtually inaccessible to Alliance - can you imagine a group of players between level 10 and 15 even trying to get to the heart of an enemy city?
A less extreme example of an instance with low accessability is Maraudon. It's located in a zone that's pretty unpopular and annoying to get to initially, as it's far away from any major settlements. If you actually do end up questing in the area at the right levels (that is to say in your thirties), you'll still be too low to run Maraudon since it's tuned for characters in their high forties. Thus running it would require you to go back to Desolace long after you've outlevelled the rest of the zone and are glad to be gone. This is very counter-intuitive and definitely adds to Maraudon's unpopularity.
At level cap the question of travel times and the like becomes a lot less important, as nearly all the endgame content is limited to one continent these days, and within that area people are used to travelling a lot anyway (plus they have access to flying). What matters more is whether the instance requires a key and/or some kind of attunement. Obviously dungeons that don't are going to be much more popular since anybody can enter at any time, but since I'm quite fond of attunements personally, I definitely wouldn't consider some kind of requirement for entering a negative point.
2. Atmosphere
Whether you think that an instance has a good atmosphere or not is obviously something very subjective, but for me personally it could probably be summed up like this: Is this the kind of place you could seeIndiana Harrison Jones exploring? There's a reason we also refer to them as dungeons - there's a certain expectation for the place to be dark, somewhat hidden away perhaps, and officially abandoned except for a big baddie and his lackeys.
Many low-level instances have a great atmosphere: Wailing Caverns, Shadowfang Keep, Blackfathom Depths, Zul'Farrak... to name just a few. On the other hand I always felt that the Tempest Keep instances for example were a bit lacking in that regard - they definitely have a personality of their own, but something feels off about wandering over transparent floors and past walls that glow pink.
3. Story & Quests
I'm not really a lore nerd, but I do like the World in World of Warcraft, with all its little quests and stories. As such I really appreciate it when there are multiple quests related to an instance; it makes me feel like I'm going in there not just to get experience and better gear, but also to make a difference (even if I know that all the mobs will respawn afterwards). Fortunately most instances have quests associated to them. However, if there aren't any or they are at the end of long chains that are easy to miss, I always feel that something's lacking.
4. Length
I think it's quite obvious that an instance can be too long. Some people may praise Black Rock Depths for its great atmosphere and due to fond memories they have of it, but most likely not even they would like to run it on a daily or even weekly basis. Having to spend several hours in an instance to get from the beginning to the end is simply not practical.
From a purely practical point of view you'd think that the shorter the better, but personally I think that there's also something like "too short" for an instance. This wasn't an issue for me pre-Wrath, but in WOTLK both Azjol-Nerub and the new Trial of the Champion introduced me to the sensation of: "What, that's it already?" In part that may just be related to atmosphere (if the boss had so few obstacles to throw in our way he can't have been all that), in part I think it's related to practicality again. Sure, anyone can run an instance that only takes fifteen minutes, but if it also took you fifteen minutes to assemble the group it doesn't really feel like a good investment of your time in terms of effort and reward.
5. Layout
This one is relatively simple: Don't make it too bloody confusing! I still largely avoid Wailing Caverns purely because of it's confusing layout with all the criss-crossing tunnels that make it easy to run in circles. Even maps can be deceiving and set you on a wrong track since they are only two-dimensional. BRD is another prime offender in this category. I'll admit that I might feel less strongly about that point if they actually implemented in-game maps for those low-level dungeons, but as long as there aren't any it's way too easy to get lost.
Also, completely linear instances where you just run through a long, straight tunnel lose some points in the atmosphere department. (Yes, I'm looking at you, Shattered Halls.)
I thought Blackfathom Depths is an example of an instance that does it just about right in that regard, lots of winding tunnels to make it feel like a natural system of caves, some nooks and crannies with hidden bosses that make it more exciting to explore, but you'll never run in a circle so there's no way of getting backwards and forwards mixed up.
6. Trash
This is strongly related to the overall length of an instance. We can all agree that too much trash is boring, but if there's too little it feels lacking in a way.
There's also the question of what kind of trash it is. Instances can gain fun points for offering a wide variety of opponents with different abilities - beasts, humanoids, elementals - and lose some if you're just killing the same kind of mob from beginning to end.
Finally, it should also be balanced to not be too difficult - BC had some heroic trash pulls that were harder than any bosses, which seemed a bit wrong.
7. Bosses
Boss encounters should be memorable, preferably in a positive way. Obviously wiping a lot on a particular boss will also make him memorable, but it also makes it less likely that you'll want to run the instance again. It's quite possible for bosses to memorable in different ways, for example by having unique fight mechanics (like the stairs event in Zul'Farrak) or simply by including good dialogue and voice acting - who could forget the "demon couple" from Arcatraz?
8. Loot
As much as people like to claim that they don't play for the loot, in the end upgrading your gear is definitely a major part of developing your character - that's simply the nature of the game. People will most likely run any instance once or twice just to see it, but if it wasn't for the loot they wouldn't be coming back repeatedly. Thus, a good instance should offer good quality loot for a wide variety of classes and specs. At level cap it also needs to offer incentives to come back once you've progressed past the available loot, such as emblem drops or daily quests.
You might notice that I didn't list "difficulty" as a factor of it's own, but that's simply because it's more or less included in some of the points I already mentioned: an instance shouldn't be too long, trash shouldn't hit too hard, bosses shouldn't wipe you a gazillion times.
In summary, in my eyes a good instance should
1. Accessability
Accessability means something different for levelling and for endgame instances. For a levelling instance it basically means "how hard is it to get there at the appropriate level". For example Ragefire Chasm is very accessible to Horde characters (in the middle of a capital city where even lowbies will usually spend a lot of time) and virtually inaccessible to Alliance - can you imagine a group of players between level 10 and 15 even trying to get to the heart of an enemy city?
A less extreme example of an instance with low accessability is Maraudon. It's located in a zone that's pretty unpopular and annoying to get to initially, as it's far away from any major settlements. If you actually do end up questing in the area at the right levels (that is to say in your thirties), you'll still be too low to run Maraudon since it's tuned for characters in their high forties. Thus running it would require you to go back to Desolace long after you've outlevelled the rest of the zone and are glad to be gone. This is very counter-intuitive and definitely adds to Maraudon's unpopularity.
At level cap the question of travel times and the like becomes a lot less important, as nearly all the endgame content is limited to one continent these days, and within that area people are used to travelling a lot anyway (plus they have access to flying). What matters more is whether the instance requires a key and/or some kind of attunement. Obviously dungeons that don't are going to be much more popular since anybody can enter at any time, but since I'm quite fond of attunements personally, I definitely wouldn't consider some kind of requirement for entering a negative point.
2. Atmosphere
Whether you think that an instance has a good atmosphere or not is obviously something very subjective, but for me personally it could probably be summed up like this: Is this the kind of place you could see
Many low-level instances have a great atmosphere: Wailing Caverns, Shadowfang Keep, Blackfathom Depths, Zul'Farrak... to name just a few. On the other hand I always felt that the Tempest Keep instances for example were a bit lacking in that regard - they definitely have a personality of their own, but something feels off about wandering over transparent floors and past walls that glow pink.
3. Story & Quests
I'm not really a lore nerd, but I do like the World in World of Warcraft, with all its little quests and stories. As such I really appreciate it when there are multiple quests related to an instance; it makes me feel like I'm going in there not just to get experience and better gear, but also to make a difference (even if I know that all the mobs will respawn afterwards). Fortunately most instances have quests associated to them. However, if there aren't any or they are at the end of long chains that are easy to miss, I always feel that something's lacking.
4. Length
I think it's quite obvious that an instance can be too long. Some people may praise Black Rock Depths for its great atmosphere and due to fond memories they have of it, but most likely not even they would like to run it on a daily or even weekly basis. Having to spend several hours in an instance to get from the beginning to the end is simply not practical.
From a purely practical point of view you'd think that the shorter the better, but personally I think that there's also something like "too short" for an instance. This wasn't an issue for me pre-Wrath, but in WOTLK both Azjol-Nerub and the new Trial of the Champion introduced me to the sensation of: "What, that's it already?" In part that may just be related to atmosphere (if the boss had so few obstacles to throw in our way he can't have been all that), in part I think it's related to practicality again. Sure, anyone can run an instance that only takes fifteen minutes, but if it also took you fifteen minutes to assemble the group it doesn't really feel like a good investment of your time in terms of effort and reward.
5. Layout
This one is relatively simple: Don't make it too bloody confusing! I still largely avoid Wailing Caverns purely because of it's confusing layout with all the criss-crossing tunnels that make it easy to run in circles. Even maps can be deceiving and set you on a wrong track since they are only two-dimensional. BRD is another prime offender in this category. I'll admit that I might feel less strongly about that point if they actually implemented in-game maps for those low-level dungeons, but as long as there aren't any it's way too easy to get lost.
Also, completely linear instances where you just run through a long, straight tunnel lose some points in the atmosphere department. (Yes, I'm looking at you, Shattered Halls.)
I thought Blackfathom Depths is an example of an instance that does it just about right in that regard, lots of winding tunnels to make it feel like a natural system of caves, some nooks and crannies with hidden bosses that make it more exciting to explore, but you'll never run in a circle so there's no way of getting backwards and forwards mixed up.
6. Trash
This is strongly related to the overall length of an instance. We can all agree that too much trash is boring, but if there's too little it feels lacking in a way.
There's also the question of what kind of trash it is. Instances can gain fun points for offering a wide variety of opponents with different abilities - beasts, humanoids, elementals - and lose some if you're just killing the same kind of mob from beginning to end.
Finally, it should also be balanced to not be too difficult - BC had some heroic trash pulls that were harder than any bosses, which seemed a bit wrong.
7. Bosses
Boss encounters should be memorable, preferably in a positive way. Obviously wiping a lot on a particular boss will also make him memorable, but it also makes it less likely that you'll want to run the instance again. It's quite possible for bosses to memorable in different ways, for example by having unique fight mechanics (like the stairs event in Zul'Farrak) or simply by including good dialogue and voice acting - who could forget the "demon couple" from Arcatraz?
8. Loot
As much as people like to claim that they don't play for the loot, in the end upgrading your gear is definitely a major part of developing your character - that's simply the nature of the game. People will most likely run any instance once or twice just to see it, but if it wasn't for the loot they wouldn't be coming back repeatedly. Thus, a good instance should offer good quality loot for a wide variety of classes and specs. At level cap it also needs to offer incentives to come back once you've progressed past the available loot, such as emblem drops or daily quests.
You might notice that I didn't list "difficulty" as a factor of it's own, but that's simply because it's more or less included in some of the points I already mentioned: an instance shouldn't be too long, trash shouldn't hit too hard, bosses shouldn't wipe you a gazillion times.
In summary, in my eyes a good instance should
- be easy to get to
- feel like a proper dungeon
- have a story and quests associated with it
- be neither too long nor too short
- be impossible to get utterly lost in but still be fun to discover
- have a reasonable amount of trash
- have memorable (if not necessarily hard) bosses
- contain good loot
Tags:
instance review,
instances
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