A plea to the devs - don't ever implement the ZM system again

So I found myself in quite a pickle. I am missing one rare for the Dune Dominance achievement, which is the achievement I’m missing for the ZM meta achievement and the mount. “How difficult could it be to kill one rare?” I thought. Well, how wrong I was.

I found out, that the way these rares spawn is that it depends on the number of rares killed in that shard. It was nice and dandy in SL, when everyone was there and murdering everything, and you just flew around for 20 minutes, or looked in the group finder, and got the rare you were looking for. Now, you can be in the zone for 6 hours, and not spawn a single one of them, let alone the one you need (because they’re not even on a set rotation, but spawn randomly). I sat in Zereth Mortis for hours, and hours, and hours, for several days in the last week, and I haven’t seen a single spawn.

Please devs, never implement this trash system for anything else in the game. It effectively murders the opportunity for any player to complete those achievements the second that zone stops being current content.

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This whole Rare-Hunter model of gameplay is terrible. Hovering over a spawn site waiting for a rare is just now engaging gameplay. You could be waiting hours and you look away for 30 seconds for some reason and when you look back you see a corpse of the rare you’ve been hunting for weeks or months.

This model kind of worked on Timeless Isle (not sure why it worked there but hasn’t anywhere else). But in other zones it’s just been bad. Korthia and Zerith Mortis wasn’t good. Mechagon Island and Nazjatar wasn’t great. Argus was pretty terrible. Forbidden Reach isn’t engaging either, the vault might be fun if the keys were more easily acquired but getting to rares in caves is just not something I’d be able to do.
They put the spawns be so random and have little or no warning and they die so fast that it’s tough to get a tag on them.
We need some kind of AddOn that indicated (to within a 5 minute window) when and where rares will spawn. The rares should have some kind of live-long-enough-for-tags mechanic.

I hope bliz move away from the Rare-Hunter model of open world content.

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Yeah mechagon is basically what made me quit being a collector. Sitting there waiting for rustfeather and the arcanospider just sucked the fun out of me. But after that, life is so much better now that I’m not chasing everything.

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I did the Strange, Interdimensional Trip achievement where you kill bosses and rares with Pepe on your head. The last rare I needed was Rukmar (something, in Spires of Arak). It took me five or six attempts to get a tag and that was knowing it spawned every 20 minutes (or something). It died so fast. This was the only part of the achievement that was an issue.

ZM was a pretty poor patch for collectors. Still not done with some of the mounts/pets :weary:

Yeah, I’ve given up on getting the flail mace skins from those super rares in ZM. Hopeless.

Unless you could perhaps track the number of rares killed, its awful going in blind! Even worse if you kill the 20th one on one side of the map, have the super rare spawn and then have it instantly stolen…

Rare-Farms are definitely not the way to go. It’ll be a while for Blizzard to realise this as, to be honest, it does work. Its just beginning to become stale.

The good news is that at some point the devs will make SL “legacy” content and you’ll be able to one-shot the rares no problem.

The bad news is that it may not happen for many years :frowning:

Killing them is not the problem. Getting them to spawn is the problem. And that will not change.

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THIS.

It worked on Timeless Isle because there was a GRADIENT. A concept the devs have since removed with a hacksaw.

On Timeless, you had mobs with different abilities, which gave small but meaningful loot, and then rares whose encounters were based on those mobs. These got harder as you went up the hill. Near the beach, you learned about the turtles spinning, and then the rare turtles. You had the birds, and the rare birds, the ox and the rare ox. And even the rares were soloable once you had geared up on the island.

As you went up the hill, you had the charging cows, and the rare forms. These were much harder than the turtles and birds, but gave better loot.

You had a gradient, from easy to Cinderfell. Even geared tanks had problems with Cinderfell, though hunters and locks cheated. :stuck_out_tongue: And then across the broken bridge, you had more cows, in greater numbers.

And as you got more geared, you could take on tougher mobs and rares on the higher levels.

That’s why it worked.

In the Reach, and now in Moleville, you don’t have any gradients. You have two categories: soloable and unsoloable.

And that model is garbage.

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I can see that.
Also while you were on this gradient you were in the area doing stuff, so if a rare did spawn you could get there. You weren’t just flying around waiting for a spawn.
I remember doing dailies or whatever it was we did on Timeless Isle and a shout would go out for such’n’such a rare is spawning and we’d all make a bee-line to it.

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Yeah. There were reasons to hang out on Timeless. doing stuff.

There are no reasons to hang out in the Reach, or Moleville.

Yeah quite an outdated model. They can’t seem to come up with anything new and actually meaningful when it comes to new zones or open world content in general. This has long since become extremely boring.

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I’m barely in the door of moleville and already hate it. Couldn’t do any yesterday due to other stuff so started today. I’m on a quest to find some relics in a warren of dark caves, pita so far and if this is how the rest of the zone is I probably won’t be here much (like I didn’t do much in the Maw).

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