Balance dungeons
Posted: Sun Aug 09, 2026 12:34 pm
Hello, I played World of Warcraft for a long time during the Classic WoW era (Blizzard). My overall playtime is around 400 days /played between 2022 and 2026. I have played most of the classes and specs, mainly Warrior, Paladin, Mage, and Warlock.
What makes Classic WoW good and playable is the fact that whenever you get an upgrade, either by leveling up or getting a new item, you can actually feel your character becoming stronger. Every item, every consumable, and every extra level your character gains matters.
This is my first time trying Turtle WoW, and I think it is quite a good and fun game outside of dungeons. I have no problem questing as a Warrior, killing mobs, etc. However, I believe there is some kind of hidden mechanism that scales the content inside dungeons.
The other day, I tried to help some people who were waiting for a tank outside Scarlet Monastery. I joined their group just for fun, to see how strong my character had become after reaching level 42. I joined as a tank, playing Arms Warrior, but the result was quite disappointing.
Level 30 mobs inside SM: Graveyard were hitting me for around 200 damage, and pulling 3-4 mobs at once resulted in the entire group wiping. After realizing that I was getting hit for 200 damage by mobs that were 10 levels below me, I was really disappointed.
After trying a few times, I decided that I would never join similar groups again. At this point, it doesn't feel like helping the group; it feels more like griefing yourself. The dungeon content is either scaled somehow, or it is simply much harder than Classic WoW, and as a result, it becomes a frustrating experience instead of something fun.
In Classic WoW, a level 40+ Mage can solo run and level inside SM: Library / SM: Armory. Here, I believe that is simply impossible. Yes, I tried it with a Warrior and was getting hit for around 200 damage per mob. Mages would probably take even more damage and have no real chance of solo-running these dungeons.
In Classic WoW, you can pull 6-8, maybe even 10 mobs at once inside SM: Cathedral. In your version, that is simply impossible.
What makes Classic WoW great is the fact that the game is simple, and it is easy to speedrun content that you have outleveled or outgeared. Almost any class and spec can work. You can basically tank SM: Library as a Rogue in Classic WoW, or even tank it with a Hunter pet.
However, in your version, dungeons are extremely hard compared to Classic dungeons, and they are not fun to play. They are pure frustration. Especially after doing two DMR runs, I decided that I would never go back to that dungeon. It is extremely long, and the mobs feel heavily overbuffed.
People who are looking for a serious challenge would probably prefer playing M+ in Retail WoW or games like League of Legends, rather than Classic WoW. Classic WoW is appealing because it allows players to feel powerful when they outlevel or outgear content.
I strongly recommend balancing the dungeons. Changing your talents before every dungeon to use the correct spec is not really viable, because you then have to change them again outside the dungeon just to be able to quest and level efficiently.
In Classic WoW, you can make almost any spec work both inside and outside dungeons. You can tank a dungeon as Prot, Fury, or Arms Warrior until you reach LBRS/BRD/UBRS, which are end-game content. End-game content can be challenging, and that's fine, but making the leveling experience frustrating for players is really not enjoyable.
I recommend rebalancing the dungeons and making them closer to the Classic WoW experience.
The PvE server has around 2,500 people online, but there are only 3-4 groups in the Dungeon Finder. To me, this is a sign that many players simply don't enjoy running dungeons in the current version.
I really like the game outside of dungeons, and that's why I think this is worth addressing. The feeling of becoming stronger as you level up and get better gear is one of the things that makes Classic WoW so enjoyable. I think Turtle WoW would benefit a lot from preserving that feeling in its dungeon content as well.
What makes Classic WoW good and playable is the fact that whenever you get an upgrade, either by leveling up or getting a new item, you can actually feel your character becoming stronger. Every item, every consumable, and every extra level your character gains matters.
This is my first time trying Turtle WoW, and I think it is quite a good and fun game outside of dungeons. I have no problem questing as a Warrior, killing mobs, etc. However, I believe there is some kind of hidden mechanism that scales the content inside dungeons.
The other day, I tried to help some people who were waiting for a tank outside Scarlet Monastery. I joined their group just for fun, to see how strong my character had become after reaching level 42. I joined as a tank, playing Arms Warrior, but the result was quite disappointing.
Level 30 mobs inside SM: Graveyard were hitting me for around 200 damage, and pulling 3-4 mobs at once resulted in the entire group wiping. After realizing that I was getting hit for 200 damage by mobs that were 10 levels below me, I was really disappointed.
After trying a few times, I decided that I would never join similar groups again. At this point, it doesn't feel like helping the group; it feels more like griefing yourself. The dungeon content is either scaled somehow, or it is simply much harder than Classic WoW, and as a result, it becomes a frustrating experience instead of something fun.
In Classic WoW, a level 40+ Mage can solo run and level inside SM: Library / SM: Armory. Here, I believe that is simply impossible. Yes, I tried it with a Warrior and was getting hit for around 200 damage per mob. Mages would probably take even more damage and have no real chance of solo-running these dungeons.
In Classic WoW, you can pull 6-8, maybe even 10 mobs at once inside SM: Cathedral. In your version, that is simply impossible.
What makes Classic WoW great is the fact that the game is simple, and it is easy to speedrun content that you have outleveled or outgeared. Almost any class and spec can work. You can basically tank SM: Library as a Rogue in Classic WoW, or even tank it with a Hunter pet.
However, in your version, dungeons are extremely hard compared to Classic dungeons, and they are not fun to play. They are pure frustration. Especially after doing two DMR runs, I decided that I would never go back to that dungeon. It is extremely long, and the mobs feel heavily overbuffed.
People who are looking for a serious challenge would probably prefer playing M+ in Retail WoW or games like League of Legends, rather than Classic WoW. Classic WoW is appealing because it allows players to feel powerful when they outlevel or outgear content.
I strongly recommend balancing the dungeons. Changing your talents before every dungeon to use the correct spec is not really viable, because you then have to change them again outside the dungeon just to be able to quest and level efficiently.
In Classic WoW, you can make almost any spec work both inside and outside dungeons. You can tank a dungeon as Prot, Fury, or Arms Warrior until you reach LBRS/BRD/UBRS, which are end-game content. End-game content can be challenging, and that's fine, but making the leveling experience frustrating for players is really not enjoyable.
I recommend rebalancing the dungeons and making them closer to the Classic WoW experience.
The PvE server has around 2,500 people online, but there are only 3-4 groups in the Dungeon Finder. To me, this is a sign that many players simply don't enjoy running dungeons in the current version.
I really like the game outside of dungeons, and that's why I think this is worth addressing. The feeling of becoming stronger as you level up and get better gear is one of the things that makes Classic WoW so enjoyable. I think Turtle WoW would benefit a lot from preserving that feeling in its dungeon content as well.