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Originally Posted by Mordakai
But I'm curious to find out:
a) how hard getting a group is
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It depends. Deadmines is better than many of WoW's dungeons in the sense that the instance is placed in a region that is matched to the player level needed for the instance. That is, Deadmines is ca. 17-22, levelwise (IIRC) and the region it's in -- Gah, can't remember the name (Westfall, was it?) -- is around that level. So a lot of groups for Deadmines will form just in General chat for that area. Other dungeons are placed in some really remote region that does NOT match the general player level for that area (e.g., Mauraudon [level 45-50] occurs in Desolace [low to mid-30s]). This is very poor planning on Blizzard's part, in my opinion.
Of course, there is always LFG. Whenever I played WoW, I ALWAYS put myself in LFG (usually under some obscure elite quest), even if I wasn't planning to do an instance, just so that I could audit the channel. Sometimes I'd see a group forming and I'd just hop aboard ... It's very worthwhile to always stay listed in LFG.
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b) if it will be as bad as a GW pug
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About the same, I guess. I dunno really. I generally don't have bad PUG experiences the way everyone seems to kvetch so much about. Usually, PUGs work out OK for me, at about a 70:30 success/fail ratio. If you start by not expecting much from a PUG, you're prepared for a bad experience and pleasantly surpised by the (many) good ones.
I've been in many a PUG in WoW with some jerk or other who ragequits after a wipe only to have the remaining four players find a (better) replacement and go on to have a great dungeon experience.
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c) how respawning effects instance play.
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If your team holds together and makes good progress, you will have no problems. Respawning can, however, be a major problem in the following ways.
(i) Scenario 1. Your team wipes well into an instance. You will have to run back (as ghosts) and start the instance over from the beginning. If you have been playing for a while, the beginning of the instance will have respawned and you will, in effect, be starting over.
Only bosses do not respawn in WoW dungeons; everything else does, alas.
(ii) Scenario 2. Your healer quits and you are halfway through the instance. It's possible you might be able to find a replacement, but said replacement would have to come back through the respawns at the beginning of the instance (to say nothing of the nasties OUTSIDE the instance). In Deadmines, for example, there are loads of elite mobs that you have to fight through
before you even get to the instance door. It can be a major PITA to find a replacement player and cause you to scrub the entire dungeon.
On the other hand, WoW is so diversified that, should you lose a player, someone else on your team may be able to fill the gap and you can go on to complete the dungeon anyway. I've had that happen a number of times and it can be tough, but very satisfying in its own way.
One of the reasons I enjoyed playing a hybrid class: paladin, shaman, druid, is that you can wear more than one critical hat in a dungeon, if necessary.
I dearly hope GW2 does NOT have respawning in instanced areas.
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I already know to get my Hearthstone set at the nearby inn, so I won't have to fight my way OUT of the mines after I kill the main boss! (Still find that a rather lame design flaw - you should have the option to leave the Dungeon after you complete it, right?)
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You can get out of dungeons in other ways, but hearthing is the most obvious. At later levels, if you have a mage along, they can open a portal for your group to the major cities.
As for the "grouping experience" in WoW vs. GW (PUG or otherwise), I have to say that WoW,
when everything comes together for you,*
knocks the complete stuffing out of GW on the instance front as far as group experience and unique dungeon design goes (and this from a major GW fan). It just feels more like a group, with every player making a unique and integral contribution. And the groups vary so much. A group of 3 mages, a paladin, and a druid one time; a warrior, warlock, rogue, and 2 priests the next. The variety of workable combinations is quite stunning and, I'd say, requires much more coordination and skill than much of what I've experienced in Guild Wars.
*EDIT: My main problem with WoW is that "everything coming together for you" just doesn't happen nearly often enough.