There were several dungeons that I couldn't complete (listed in my prior post) with a 4/5 melee team in heirlooms (+ enchants), but I'm doing one final pass of the dungeons with two different teams to see if I can do them all (as well as record and present what I've done). I fear that, even if I can, some of these dungeons are going to require a lot of work to complete, and like you said, they will be incredibly unforgiving to any new player.
That's what it felt like to begin with, but then they increased the experience rewarded for dungeons, which somewhat nullified that thought, although I'm not exactly sure what they increased experience for (mob, boss, main objective, bonus objective, LFD bonus, etc.).
I completely understood this statement from those who didn't like it, and, on a scale from 1 to 10, pre-7.3.5 dungeons were maybe at a 2 or 3. Unfortunately, now more than some of them are 8 or 9, and sometimes the trash is more lethal than some of the bosses found in the same dungeon. It all feels awkward and unbalanced, and while the dungeons feel as if they're relevant, the reward for completing them is certainly not, and I wish Blizzard would do a second pass on these health numbers rather than just sit in silence as if the first percentage they chose was 100% correct.
Honestly, I feel bad for anyone (solo players and multiboxers alike) without heirlooms (or any appropriate-level rare/epic gear) at this point, because fights are much longer than before and high DPS is desired more than ever, and I could easily see those players being kicked more often for not "pulling their weight" in the party.
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