Wow, Dungeons are Hard!

We’ve seen and heard a lot of discussion about the challenge presented by the Cataclysm Heroic dungeons, and to a lesser extent the raids. I’m not sure this is the kind of issue where we’re going to be able to change anyone’s mind on the subject, but I can try to provide more insight into our point of view as well as offer some suggestions for success.
First, let me state that we do hear you. We understand some of you aren’t having fun and preferred the Lich King paradigm, or at least something closer to the Lich King paradigm. We greatly appreciate the feedback and it always makes us sad when players aren’t having fun. We’re not ignoring you. We get it. We may not always agree on every point, but we understand where you’re coming from, and we want to try to help you understand where we're coming from.
The bottom line is that we want Heroics and raids to be challenging, and that is particularly true now while the content is new and characters are still collecting gear. They’re only going to get easier from here on out. We want players to approach an encounter, especially a Heroic encounter, as a puzzle to be solved. We want groups to communicate and strategize. And by extension, we want you to celebrate when you win instead of it being a foregone conclusion.
On the other hand, we don’t want you to stumble your way to victory. We don’t want you to be able to overwhelm bosses without noticing or caring what they’re doing. We don’t want healers to be able to make up for all of the mistakes on the part of the other players. While at the end of the day, dungeons may just be gussied up loot vending machines, we want you to do more than push a button to get the loot.
Ultimately, we don’t want to give undergeared or unorganized groups a near guaranteed chance of success, because then the content will feel absolutely trivial for players in appropriate gear who communicate, cooperate, and strategize.
We didn’t like that the Heroic dungeons in Lich King and early Naxxramas had become zerg-fests. It made the rewards feel like they weren’t earned. It made all rewards except the best-in-slot items feel transitory -- why enchant or gem an item when you don’t need the performance boost and you’ll quickly replace it anyway? Furthermore, it set the expectation that everyone would eventually earn all best-in-slot items rather than those being rare and treasured goals. It made class abilities feel less useful and interesting. Who needs that crowd-control or survivability talent when nothing is hurting you? Who needs a mana-conservation talent if you’re never going to run out of mana? Who needs a crit talent if your heals often overheal anyway?
Finally, the encounters, even the bosses, ended up having a sameness to them because you could ignore their mechanics. It didn’t matter -- in fact, you didn’t even notice -- if the dragon breathes or silences or drops a void zone. The fights all felt the same.
In Cataclysm, the Heroic dungeons and raids are intended to be challenging -- and they are, at least until you overgear them.
So what can you do if you find the Heroics too challenging? Here are a few tips and alternatives.
Strategy and CommunicationTanks, you can’t pull and AE every group in a Heroic (again, until you overgear the content). It’s a good idea to crowd control at least one target -- and sometimes two. As long as you have someone with a long-duration and/or renewable crowd control and someone else with a short crowd control such as a stun or even a snare, you should be fine. We don’t have anything like Heroic Shattered Halls, and you don’t need 3 mages for CC. Caster mobs, which are weak but do a lot of damage, are good choices for crowd control. So are mobs that buff other mobs or debuff your group. Don’t waste the CC on non-elite mobs or others that will die quickly. The responsibility for marking and setting the pace often falls upon the tank, but sometimes other experienced players are happy to take the mantle. If you are setting the pace, you need to keep an eye on healer mana. Healers will generally have enough mana to keep you alive in any given fight, but you need to be careful not to chain pull repeatedly if their mana is low. Tanks tend to have good situational awareness and are experienced at reducing incoming damage. Where I have personally seen them get into trouble is when they slip into overconfident “I got this” mode and try to tank too many things at once.
DPS specs often get blamed the most for not knowing what is going on. It should be your business to understand the mechanics of the fights. You’re a member of a team, not a follower who can always rely on someone else to tell them what to do. Which are the spells that need to be interrupted? Which are the void zones that you absolutely must get out of? Which are the adds that must be burned down (and conversely, when should you ignore the adds and focus on the boss instead)? If you aren’t sure, then ask. Almost every group would rather take the few seconds to explain a fight than to wipe because you failed to dodge Glubtok’s wall of fire or tried to AE Vanessa’s spiders or didn’t understand what Downwind of Altairus meant.
Healers seem like they largely understand that Heroics are challenging, and sometimes get penalized when the rest of the group doesn’t understand that. If you feel like you can’t cast anything but your efficient heal or you’ll run out of mana, then something is going wrong with the fight. Likewise, if you feel like you must spam your inefficient heals to the exclusion of all else, then your group is ignoring key mechanics or is just undergeared. Boss fights in 5-player dungeons generally shouldn’t last more than two minutes or so (the last few Deadmines bosses can be longer). If you’re running out of mana because the fights are going too long, that is a problem with the DPS or tank in your group. Gear also makes a huge difference for healers, which leads to my next point.
For everyone, regardless of role, I suggest running the dungeons on normal mode until you feel more comfortable with the pulls. Those runs can be quick, the penalty for mistakes isn’t as high, and you can often still earn a little reputation, cloth, or enchanting materials. As a bonus, you’ll probably make a group really happy if you’re geared for Heroics but helping them out in a normal dungeon.
ImproveIf you just can’t make progress and you are literally wiping on trash pulls over and over, it may be time to analyze your gear. The Dungeon Finder's Heroic item level requirement should be considered a minimum -- and remember, it doesn’t look at enchants or gems or even if the gear is appropriate for you. We are assuming an entry-level Heroic player has a lot of item level 333 gear from Twilight Highlands, normal dungeons, or any of the reputation vendors. These 333s are probably mixed in with a few 318 quest greens, but offset by a few 346 items. If you finished the Hyjal quests, you are probably Revered with Guardians of Hyjal and have access to their 346 items. Questing might only earn you Honored with some of the other reputations, but that is easily rectified with daily quests or dungeon tabards (and don’t forget the Tol Barad reps). There are some nice crafted items. No, the weapons aren’t purple, but when you look at their stats, they are quite competitive.
The item level requirement is intended only to keep out players who have no idea what is appropriate content for them. We know you can game it by getting PvP gear or hiding off-spec gear in your bags. Congrats on being sneaky! If you’re sophisticated enough to try and game the item-level requirements, you should be sophisticated enough to know if you can actually handle the content.
Don’t be stingy and decide you aren’t going to mess with gemming, enchanting, or reforging until you have epic gear. Note that you don’t have to always apply the most expensive enchants or gems. Gear matters a lot. It increases DPS, survivability, and mana sustainability. Healers who get, say, 1750-1800 Spirit notice that they can go a lot longer without gassing out. Go ahead and get enchants or gems or reforge to get a lot of Spirit. Some DPS specs who don’t reforge hit at those gear levels would struggle a lot as well. The new Cataclysm flasks are fairly expensive, but the Lich King ones aren’t, and there are elixirs and food consumables you can use as well. Archaeologists can even unlock small bonuses in the new dungeons.
Furthermore, once 4.1 comes out, you will have access to more powerful gear that will let you then revisit the content you couldn’t do before. Your Justice points will let you purchase epic items at that point, and Heroics that were challenging will become a lot easier. Players who have raid gear currently are already starting to burn through the dungeon content again, which is totally expected. You’ll get there too. In Lich King, the content patches tended to completely invalidate the previous tier of content. We don’t want players to feel like they need to farm Naxxramas when Icecrown Citadel is out, but at the other end of the spectrum, it was unfortunate that we largely killed Ulduar raiding when Trial of the Crusader came out.
LF3M 9600GS PSTI love the Dungeon Finder. I worked on it a lot personally. It is quite successful at finding you a group. It doesn’t guarantee a successful group. It’s a huge improvement over spamming trade chat trying to find a tank for your three-rogue party. But throwing together up to 5 strangers and asking them to do challenging content that some of the group may have never seen before is always going to be risky.
World of Warcraft supports a lot of solo play. However, we want dungeons to be a group experience. In fact, we think the game is more fun overall when you play with friends, which is why we put so much effort into encouraging players to join guilds for Cataclysm. Running a hard dungeon with friends tends to be a much better experience. Communication feels less awkward, and everyone is generally more supportive of mistakes. You learn the strengths and weaknesses and nuances of players that you run with regularly. There tend to be fewer loot arguments as well. PUGs have their place -- don’t get me wrong. But we don’t want to sacrifice dungeons being fun and challenging for organized groups in order to have everything be conquered by any possible group. Make sense?
I’ve PUGged the Cataclysm content a lot. So have all of the designers. We want to stay in touch with what players are experiencing. Heroic PUGs are definitely harder than going with groups of people you know, but they aren’t impossible. If things start to go wrong, you might want to take a moment to analyze why they are going wrong before you bail. I do weep for those players who join an in-progress Heroic Rajh attempt (with suspicious player skeletons everywhere), immediately pull without any discussion, and then have the tank leave the group following the first wipe. That’s not fun for anyone and not going to lead to success. These aren't the original Scholomance or Arcatraz runs that could take four hours with respawns. Making a couple of concerted attempts on Rajh is probably going to be faster than going into the queue again.
Mistakes?We’ve seen a few threads that suggest that we’re too proud to admit mistakes. I find that logic strange, because we do it all the time. Example one: we reverted the 10x honor from Tol Barad pretty quickly. It was a mistake. Example two: Heroic Strike is too dominant an attack for warriors. That was a mistake. Example three: the Lich King Heroic dungeons (and Naxxramas) were too easy to zerg, setting up an expansion-long expectation that purple gear would come easy and often. In retrospect, that was a mistake. We don’t at all view the Cataclysm dungeon and raid balance as a mistake.
However, I can name at least three things related to dungeon difficulty that we either did wrong or could do better. We're our own worst critic, and we are very hard on our own decisions.
First, item level is a necessary -- but not sufficient -- hoop to jump through when using the Dungeon Finder for Heroics. We should have also made sure players had at least seen the content on normal mode before. Maybe we should have had Burning Crusade-like attunements. Maybe we should have made the item level requirements pretty relaxed if you’re going with a premade group and much stricter if you’re going with a pick-up group. We’d love to implement (and have some long-term plans that include) better ways to detect if you know what you’re doing other than just the gear you’ve accumulated. Overall, we just needed to state more clearly that Heroic dungeons are intended as a destination, not a first step.
Second, there are only a few level-85 normal dungeons. For a level-85 player who isn’t ready for Heroics but wants to run dungeons, these can get old pretty quickly. Perhaps another way to handle it would have been to have introductory Heroics and harder Heroics. We’ve also flirted with having three difficulty levels before, but that does add an extra level of content to develop and complexity to explain.
Third, the game could do a better job of telling a group why they failed so that so much blame doesn’t fall at the feet of the healer. We talk a lot about not standing in fires, but equally important is the number of bosses that spawn in adds that must be gathered up and/or burned down quickly, or in some cases ignored. We’re also asking a lot of DPS or tanks in those situations, but that information isn’t always conveyed well except through trial and error.
In ConclusionWe do understand that some healers are frustrated and giving up. That is sad and unfortunate. But the degree to which it's happening, at least at this point in time, is vastly overstated on the forums. We also know that plenty of players like the changes and find healing more enjoyable now. Both sides need to spend a little less effort trying to drown out the other side claiming that everyone they know -- and by extension, “the majority of players” -- agree with their point. You shouldn’t need to invoke a silent majority if you can make an articulate and salient point.
As always, we're keeping an eye on things. There are a few bosses that seem responsible for more wipes than the others: Commander Springvale, Beauty, Altairus, and Admiral Ripsnarl perhaps. By the time you read this, you might have seen us implement Restoration druid buffs intended to keep them competitive in raids. We also just tend to nerf content over time because the original players hitting that content have moved on, so we want to open it up to a wider audience.
In any case, we want to ensure that everyone is having fun and enjoying their time with the game, and I hope that this post may serve to some as the "tare" button that helps you zero in on the intended dungeon difficulty scale. For others, just know that we are actively reading feedback. For everyone offering constructive posts and points about their experience, we thank you.
Greg “Ghostcrawler” Street is the lead systems designer on World of Warcraft. He has four dogs: three epic retrievers and one green terrier suitable for disenchanting.

Blackmoore
Changed our mind, not anymore. :D
Ragnaros
Darkmoon Faire
My point is people complain because they cant do something so they want it made easier, lighten up everyone, not many people can be worse than me at this moment in time, do i care, not a jot, move on and try again. :)
Stormscale
Spinebreaker
Mike Morhaime: Well I think that with Cataclysm, we did make the endgame a little bit too difficult, and so in some of the recent patching we've been easing up on the difficulty.
Skullcrusher
This game is that you have new players who don't know tacs and for who'm these heroic dungeons are very difficult. On the other hand you have 'old' or experienced players for who'm these heroic dungeons are booring and too easy.
The problem is that both side's need to help eachother and learn how to play together. There's no point in making heroic dungeons more difficult if 'old' players cant learn the new players how to play these dungeons. The less whine, the more fun a game gets.
And i can't talk about the raids since I haven't played any yet :p
Ragnaros
Lightning's Blade
Ravencrest
Stormscale
i hate it.
Sporeggar
Burning Steppes
Bronzebeard
Then there are the ones who decide to kick you for the reason you don't know the tactics for the boss ahead, instead of telling you the tactics. Oh and this is after i had done 2 other bosses succesfully. I have managed ones to play a DG with more than 15 players. One would leave another one came..etc.
Now after waiting for 45 minutes to enter the DG it's very irritating.
People that leave in the middle of a DG should be banned for not 30 min. but for
24 hours...or so. I read a post saying a friends list in the dungeonfinder. Very good idea.
Another thing is RAIDS, playing this game for about 3 years or so, i never done a raid. I don't know where to look. Maybe like the dungeonfinder they could make a raid finder who have the item levels to enter.( with friends list).
My conclusion is that very little people want to instruct new players and judge very quickly. Thinking IMO they are god. And kick you for reasons you will never know. Ones i was told to watch youtube. I'm not playing a game according to one video. I want to play and learn in the game by the game...that's the game.
You should learn in the game from each other, by communication of tactics.
In the end " I'ts just a game ".
Ravencrest
Seriously, I know you want us to have fun with the game. Do you think we enjoy doing the same 2 dungeons over and over and over again? I love WoW, and the last patch you released (4.2) was just AMAZING both in the dailies and the new raid, but I think you have just forgot the 5man content. From 1 to 10 i would give FL a 9 (10 if we could do cross realm pugging), however I have to give the 5man content a big fat 1, I can do most dungeons while I write a homework at the same time and Im pretty sure I will never wipe. PLEASE DO SMTH ABOUT THIS.
Hellfire
Stop nerfing 5man HCs.
Make CC pulling again.
Terokkar
Argent Dawn
Argent Dawn
The normal instances are way too easy, unless the group is completely retarded. I'm sure heroics aren't really that hard, just hard because no one knows how to use common sense anymore.
Twisting Nether
bull, for experienced players their still easy and its just annoying that when you for example outdps most people that do heroic dungeons and still your not allowed to enter heroic dungeons because you miss some item lvls...
Twilight's Hammer
the 5-man dungeon design has been this way since late vanilla - there is NOTHING wrong with it.
in vanilla, when i had aq/naxx 40 gear, i 'tanked' this as Arms - very much faceroll.
in tbc, i did the same. infact, before i even had full ssc/tk gear i would go 'dual-wield' protection (no shield) just to speed things up
the reason i believe people seem to think this came about in wotlk, is purely because gear is significantly easier, thus quicker, to obtain.
don't kid yourselves, the design has always been this way, and its just fine.
regarding the gearing scenario, i do think the game needs the 'gating' system to be brought back (completing one tier before the next).
Alleria
The Fieroblast is bugged.. even if it gets interrupted, the initiates start casting it immediatly afterwards again, therefore you need at least 2 interrupters on each side, which means 4 interrupters.
In 10 man raids it's nearly impossible to get 4 interrupters that can interrupt more than once every freakin 5 minutes.
Compare 10m/25m kills and you can see what I'm talking about. SRSLY, have a look at it !
Quel'Thalas
And just like someone said, people don't try to learn the tactics after a wipe. They just leave and/or whine.
Jaedenar
GET THAT INTO UR GOD DAMN HEADS!
The Venture Co
Arathor
(Wipe and learn) Instead we have wipe and leave.
Emerald Dream
STOP freaking nerfing instance. Heroics/raids should be hard and shouldnt just be pug'ed by brainless people who just bash buttons.
Shattered Hand
When you wiped 5 times at a boss, but you learned from it, and then you downed him at the 6th attempt, you cheer out loud ! That's cause it felt like a real achievement ! Not just another cross on your checklist.
And that's what this makes a game like this so good. To achieve goals in group, by coörporation and discussing tactics.
Twisting Nether
Skullcrusher
Alonsus
I reject most of it.
I've read as much as I can about the encounters, tweaked my UI, geared up as best I can, and still, I hate what you've done to Heroic dungeons and very much dislike healing in them with and without guild and friends. Am I supposed to just wait until the elitists have been sated and are bored to tears with your new mechanics before I can start finally having fun with these? Really? I considered myself a pretty good healer in WOTLK and in Cataclysm, I feel like I haven't played and have been away from the game for years - it's so bad! Wow ... what a challenge! Don't stand in the fire, keep in LOS, dodge the tornados, heal through the AEs, right click on the thingee, and move to this side of the yard when the dragon farts. For every fight. Got it! What's next for level 90? Zone in, Die immediately, and fight the spirit world mobs before you can be rezzed? Once rezzed, you need to take off all your gear and heal the mob before the party can engage them? I know ... then once the fight starts, you need to dodge tornadoes, fire, and the boss while /tickling the tank to get a special buff that lets you mount on a vehicle that you have to ride through the fire - all while healing the party? Oh what fun! So challenging!
Oh, by the way, thanks a lot for changing the dynamics of Disc-specced Priestly healing now too. Upping the mana cost of and nerfing the dog doo-doo out of Power Word: Shield was so worth the extra things we can do now with Smite and Holy Fire now. If only there was time to try it. :o) No, really ... Thank you so much from stopping all of my PW: Shield spamming. It was so out of control ... You really showed me how to play my class!!
Let me cut to the chase. At a very minimum, mana pool and regen needs to be significantly reworked to become viable for healers - particular when starting in the Heroics. Secondly, there needs to be more forgiveness for mistakes that are made. If this means more warning for the AE coming or a larger pool of hit points to mitigate against the mistakes, then fine. One mistake = wipe does not make it a fun night.
In general, I think if you wanted to make the Heroics more challenging, there was a more incremental approach to this that should have been implemented. Not every boss needs to make or break the team. Why does every boss pull out the stops now in Cataclysm? Yes, we'll eventually figure it out and out gear these bosses, but why should we have to wait until this happens? It's supposed to be challenging, yes ... but is also supposed to be fun. Healing is not fun, and I am on the verge of suspending the account until all the elitists have moved on and are focused squarely on Deathwing. I just hope I don't have to wait until a month or so before the next expansion releases. I'll just move along to another game that isn't so skewed in its priorities.
Terokkar
Runetotem
In Cata dungeons I noticed almost all the runs are done without crowd control. If they wipe they tend to accuse the healer of not knowing its role, other times the tank, rarely a dps.
Puggers usually don't try to be communicative or give suggestions during trouble, just write rude exclamations or silently leave, thus in my opinion it would help if the dungeon finder system implements an option for the player to add on a list which players of other servers they prefer to be added with, and which they prefer to avoid.
This way people would "behave" to avoid a bad reputation that would decrease their chance to quickly enter in a random. That maybe would incentive people to at least avoid being rude and the silent types to give helpful tips.
Thunderhorn
first big nerfs came like 3 days after this and few weeks after that we were back to WotLK design
in future don't write blogs like this Ghostcrawler, it just makes you look bad
Darkmoon Faire
Sylvanas
Darkspear
So what... Games are emeant to be challenging, it's what keeps them fun.
I have a holy priest, I raided with it a lot in Wotlk. But, I quit playing it. Know why? BORING! Heroics were a complete joke. I stuck a renew on some people and then went afk. Im not even kidding.
Keeps heroics like they are, hell, make them harder I don't care. Just DON'T go back to the way Wotlk dungeons were, a complete and utter snooze-fest.
Stormscale
Why nerf heroics which already was to easy??
I like this the most because it made the tinyest amount of sense.
First boss in Sfk did forget one of his abilities... Realy? U can do better blizzard.
Also i agree with Suxel. Make them harder since its not enjoyable to play easy content which u faceroll just like u did in the whole wrath of the lich king expansion.
So Skip the nerf, dont listen to all crybabys who whine and complain about how hard the heroics are, Cuz they arent they are even to easy to even be called heroic.
Normal mode today = the same difficulty as take a walk in the park.
Heroic mode today = same difficulty as take a walk in the park when backpeddling without looking behind you(easy since you have done normal difficulty already)
Stormreaver
Frostmane
Also the loot really annoys me in 10man. For example we've seen the bow from attramedes heroic like 3 times, and the only one that who could use it in our group is a rogue. And the shield has never dropped and both me and the shamanhealer needs it. I mean the droprate may be the same but its actually not since 25mans drop more loot.
My solution for this "could be" that if everyone in a 10man raid has an item that they can use for main/offspec, it shouldnt drop(and when everyone has everything for every spec, then it can be random), or something like that. You're good at comming up with better solutions tho, so Ill leave you to it.
Wasting 4weeks on attramedes and nothing useful ever drops just feel bad when almost always in a 25man someone needs stuff that drops.
Also I want to add the tiertokens that I think 10man should be like the one from al'akir but with piece-specific. I mean the only one in our raid who can use the Prot token is our shaman, and we have the rest sharing the rest, so basicly this shaman has better offspec gear then our mainspec. (just make it not class specific for 10man, since 25 have ALOT more players and more tokens dropping).
Dragonblight