How are dungeons designed in terms of equip?
by Vaneras | 28/06/2007 14:37:55![]()
Interesting discussions are always a pleasure :-)
It is of course not a simple thing to create a new raid dungeon, but I would say that this sounds more or less about right.
I do not have the exact data on this, but again this is more or less correct. Creating a new raid dungeon that it is impossible or near impossible to prepare and gear up for would not make much sense at all.
I would say that you are correct in your assumption that +1200 healing unbuffed should be sufficient for success in Gruul’s lair, however it is not possible to say that the designers have set a fixed limitation of minimum +1000 healing unbuffed as there are no such exact or fixed limitations(more on that below) :-)
Of course there is some sort of “minimum tolerance” limit somewhere that needs to be reached before you will be able to succeed in clearing certain dungeons, which means that at some point in time your gear will quite likely not be sufficient for certain raids, and you therefore need to spend some time and resources improving your gear before you can progress any further. But the actual limitation by “minimum tolerance” of gear is a very elusive and indefinable thing, because there are so many variables or factors that come into play when raiding. Things like gear, skill, experience, raid composition and class combinations, talent builds, etc. and so forth all have an influence on how well a raid will do, and that is why you see no clear definitions of these things. Some raidgroups manages to do well with relatively little +healing on their healers, whereas other raidgroups for various reasons might require better or more +healing gear for their healers. The gear quality of the tank for an example will often also have a direct influence on the +healing gear required by the healer. But what I am puzzled about is this: If your guild was able to clear Gruul's lair sufficiently with less +healing gear than you have now, then I don’t really see why this discussion started in the first place :-)
In my opinion +1200 healing unbuffed is quite sufficient, but again it really depends on how well your guild is doing when you are raiding. If you find that you wipe all the time or are having really tough time on certain bosses, then you might need more +healing, however it is also likely that someone else in the raid needs better gear, for an example the tanks. As I mentioned above the “minimum tolerance” line is quite blurred as there are many variables and factors in play when raiding, and successful raids doesn’t depend fully on +healing gear.
I do not think I can explain it further than I already have because you have pretty much already said it yourself. A dungeon will of course be easier to clear the better gear the raidgroup has, but it is not necessarily essential to have the best of the best gear that is possible to get before attempting a new raid encounter. Some guilds have managed to deal with Gruul's lair with less than +1200 healing gear on their healers, and others required more than +1200 healing gear.
In many ways your interpretation is very true. Beta tests are of course extremely important to make sure that things works as intended before a release, but there will almost always be some quirks and issues that unfortunately doesn’t get discovered during a beta test. Many times it can be said that the “true” beta test of a new raid dungeon begins right after the end of the actual beta test phase, because it is right there and then that the new raid dungeon is truly being played and tested in a live and public environment. It is only natural that new raid dungeons are getting tweaked and adjusted in various ways in a relatively short period of time after release.
Well I have answered your questions to the best of my ability, so I hope that you were able to get at least some benefit of the things I had to say :-) |
by Vaneras | 28/06/2007 15:49:29![]()
My words exactly... I should have posted this instead of the wall of text that I posted above :-) |
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