No worries man, there are tons of little interviews, Q&As, and comments all over the place, hard to track em all.
id rather have something else than unit spam all over the place, i thought that oldschool method is long past. id like to have dungeons where you have to think properly on how to defeat the enemies, burrying enemies, teleport enemies, glass cannon enemies, tank types with weakspots, assasin types, memorable bosses. i want to remember how i earned my trophies i want to develop a strategy to overcome the crazy odds, because grouping up with a bunch of people and be heroes is simply fun. see the last stand mode, or exterminatus in space marine, theyre still played after all this time.
I personally would love 20+ raid where we try to take down (for example) giant Tyranid Carnifex with infantry and vehicles. Just picture this in your head
I like that in principle, but I've grown to see most dungeons and raids as "learn the pre-prepared strategy, execute, repeat ad infinitum until eventually what you need drops. Oh, and give up 2-3 evenings a week, because there's a lot of grind between bosses." While its 'fun' working out how to defeat the odds the first few playthroughs (depending on how painful the wiping experience is), once you've actually clocked it then...well...its just a time sink. And not, IMO, a particularly fun time sink. The only thing that changes is how much the devs bloat the boss HP by, how many one-single-mistake-and-you're-all-dead mechanics they throw in and how many times you're expected to do the same damn thing over and over and over to get the drop you're after. Now, procedurally generated dungeon experiences...if they can do that, I'd be a very happy spiky-armoured lout.
I'm hoping they're like the base battles in the first DoW. Where the Commander could have a bunch of obstacles for you to get through before reaching the end. Only to then take a DoW2 turn and getting a boss battle.
So when they say procedurally generated maps, Diablo ARPGs and L4D I can see how that would be alot of fun with variety. So you go into the procedurally generated map, which adds map/terrain variability and using the system like L4D there will be several enemy spawn points hidden across the map as you progress that spawns different levels of enemies causing you to change up tactics. Gonna be alot of fun, and as long as they can figure out a variable objective system as well as proper rewards. If so it will be a well rounded pve experience to kill some time when not on the PVP killing fields
sounds really good^^ and i hope we get no "overall-map" of the dungeons so we have to explore it since it is generated random and there should be many optional missions to bes solved before finishing off the boss oh and maybe we could get in some climbing action like in shadow of the colossos^^
unless they upgrade the procedural system regularly you will work it out just like any other non procedural dungeon. the make one mistake and youre dead mechanic is one of the best. nothing is more exciting than fighting that super hard boss, figuring him out and overcomming the odds. keeping players on their toes is what makes a good game at least here it would apply. the bosses should not use only bloated hp, but rather different abilities so you have tactics to work out.