About that turbo boost

Hello everyone,
I’ll try to sort out my thoughts on the topic of “Turbo Boost.” The new event certainly adds something to the existing game, even if it’s mainly about expanding and accelerating gearing – without being particularly creative in the process. In the end, the event simply causes everyone to deal a bit more damage across the board.

In effect, they could have just nerfed all content by 5–10% to achieve the same result – but that wouldn’t have triggered players’ FOMO-driven urge to grind and collect.

What bothers me even more, though, is the randomness with which the game’s settings are being tampered with. As a player, it’s becoming harder and harder to assess or appreciate achievements, because the game’s balance is constantly being turned upside down. What used to be a “best-of"-season at the end of an expansion, aimed at collectors, is now being added in the middle of a regular season – which almost nullifies the effort and progress made earlier in the season by those who worked hard to stay ahead. For example +10 dungeons are getting way easier with inflated itemlevel.

It’s normal for gear to be replaced after each season, or for catch-up gear to become available. But the fact that during a season almost everything is “normalized” is something new – and kind of demotivating for players who were ambitious and meticulously optimized their characters.

Combined with similarly arbitrary class balancing, I find the current gameplay situation pretty absurd. In the first season, you’re S-tier, in the second you’re suddenly D-tier, and so on.

No game state can be relied upon anymore, and this makes planning your gameplay and time management nearly impossible.
At the moment I have no idea how much ambition and effort I should put into this game. By next week, everything might look totally different again.

What do you think?

Don’t get me wrong — this isn’t about elitism or me begrudging others their gear. That’s absolutely not the case. It’s not even primarily about the gear itself, but rather about the constant overturning of familiar gameplay parameters just to force some kind of “variety.”

When this kind of thing is done in SoD, plunderstorm, or the remixes, at least it happens in a self-contained space where everyone knows it’s just temporary or experimental nonsense — kind of like modding your games. But in Retail, I’d really prefer more consistency.

6 Likes

its just a mini season restart. i think its a good idea certainly gives me something to do and farm for, which i like.

There is a reason why I no longer care about gear, only about transmog - gear and stats are worthless, too short lived, and the effort to get good gear feels hollow after a few weeks with a new patch.

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Not really, because I had like 3 characters that I was just logging on to do 4 weeklies and had no other reason to play them apart from pushing.

Now those characters actually get something from getting all 12s, need more crests that are uncapped, and can progress even farther.

Nerfing the content by 5-10% would have been possible, but nowhere near as fun. Now it is more fun because bigger numbers.

I guess I can see how for casuals this patch might be too much, and just an addition to the treadmill, but if you are playing constantly at a medium/high level it is pretty fun.

Apart from the myth track items being locked behind raid kills. That sucks.

I don’t know . there isn’t any benefit other than 6+ ilvl of what you already had …

You can spam few delves , do some m+ and within 1 day you can easily just boost your gear … Nothing amazing . It’s just adding delusion for player that when they reach xx lvl it feels aka-good :smiley:

For me they just added more grinding to keep people playing with no particular benefits as per ( how the game is designed ) .

They just copied Diablo game .

They saw a drop on players =they added more ilvl on gear with the hope of keeping players =same with wow.

I would prefer adding a mini raid with 2/3 bosses…
Some new dungeons …
Something new…

Again something new… would be amazing …

Basically the only thing that they are doing is promoting copy-paste content over and over .

The mythic raiding is already done .
Guilds with 4/5 progress will never see the last boss (Not talking about the ones with 2/3 kills:D )

Mythic players? The ilvl boost will help them doing 1 key+ higher :smiley:

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I get what you mean, but lets look at the new M+ achievements for example. Blizzard introduced the keystone legend achievement for reaching a 3000 M+ rating, which is not a trivial task for most players. Before that, 2500 M+ rating was the highest score that gave you some sort of reward.

A month ago, it was significantly harder to earn this M+ rating — it required a lot of perseverance and discipline, especially if you didn’t have a regular group. Now, in the same season, it’s become noticeably easier (or at least less effort) for latecomers or “weaker” players to achieve the same thing.

Blizzard is devaluing its own supposedly prestigious rewards almost immediately. On the other hand, it really makes you wonder whether it’s even worth pushing for anything in this game that requires at least some commitment — if just a few weeks later, the gates are thrown wide open for everyone. So why even set “elite” goals in the first place?

By the way, I’m still far from reaching the 3000 myself — even though it now actually seems within reach. But on the other hand, that very fact makes it lose its shine.

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It’s going to be more than just 1 level.

They will. Bandit got nerfed again, will receive further raid nerfs through the tri-weekly renown buff and suffers heavily from any output increase in general (like ilvl) since it lessens the need for its completely dumb raid setup requirement.

If you kill Mug’Zee you’re also basically done because Gallywix is a 100 pull boss where any pull into P3 is very likely going to result in a kill.

That’s another issue. Of course, nerfing bosses helps weaker players — but at the same time, we’re getting explicit buffs throughout the season, which is supposed to compensate for that.

The bosses now have very little in common with how they were in the early weeks of the season, and geared groups can defeat them in their sleep.

It’s taken on almost grotesque proportions and massively devalues guild and raid life.

At this point, it basically makes more sense to just show up midway through the season, do the raids randomly, and grab everything “for free”.

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You forget the participation .
People will no raid for 4-5 months continuously especially the mediocre as per progress .

We already hitting summer-break .

I don’t know ,majority are just for the 3k achiev ~(The ilvl would help them )
Also I could name at least 10 people on forums that once they got their achieve they stop :slight_smile:

Good points. And it only benefits CE raiders who gonna pretend that they are doing the hardest content in game after ilvl increase.

You said mythic players. That includes everyone in that bracket. More than 1 level will be pushed as a result of this ilvl gain. Of course a lot will stop after they achieved their goal, but that isnt relevant to the point (and they likely could push higher if they wanted to).

I havent forgotten and am aware that thats an issue for several guilds (it also is for higher guilds).

I am just saying that Bandit isnt a hard boss mechanically (which people started to repeat on mass because of that wowhead article that didnt even explain the issue with the boss during early progression). Hes a number/setup check.

Mug’Zee is the actual end boss of the raid and Gallywix is a glorified trash mob for an endboss that dies in 2-3 nights. The ilvl jump will make up a lot for guilds that struggle number wise due to setup limitations.

The bosses are pretty much loot pinatas now. Same goes for 12s however.

I’m absolutely in favor of rewarding ambitious players with something that at least temporarily holds some prestige and shine — whether it’s titles or mounts. That’s what a lot of players are actually playing for, and it directly taps into our hunter & gatherer reward system. If particularly valuable rewards become farmable for everyone one or two expansions later, that’s totally fine.

Like I said, it’s not about the gear itself. It’s about the fact that the difficulty level is being adjusted so radically and arbitrarily that it becomes nearly impossible to plan your time around this hobby in any reliable way.

If I set myself a goal (like 3000 M+ rating), and work towards it over several weeks, spending my rare free evening hours on it, I am proud if I manage to reach that goal through improvement — both personal and gear-wise — and careful planning.

But if shortly after, others can catch up with significantly less effort, then suddenly my invested time is retroactively devalued and, more importantly, feels wasted. The prestige drops sharply, and despite my “achievement,” I’m left feeling pretty dumb. I could have just waited and earned it now with way less effort.

Unfortunately, no one knew that at the time — so yeah, it kind of makes you feel a bit screwed over.

Sure, it’s the same reward — but I had to do significantly more to earn it than someone else, only because I was dumb enough to start right at the beginning of the season.

//Edit: I don’t blame my fellow players at all — I genuinely respect everyone’s progress — but the comparability of achievements and effort in the game is basically gone at this point.

2 Likes

I agree with you overall. I think season resets are already too much to ask by Blizzard, but then adding semi-seasonal soft reset between the seasonal resets is wild. You have a strong point. Though no turboboost in the world is gonna make me go to LFG again :joy:

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but why is that because any max gear pieces you have can be upgraded to the new item level what you just said makes 0 sense ?

Why should I stress myself out over getting good gear through grinding dungeons early on if I know I’ll easily get the same itemlevel later into the patch with catch up mechanics? Why bother getting good end content gear of a patch, if open world gear from the next patch will be better? Would be inefficient to waste time on grinding early on. I hate inefficiency.

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That is why I start the expansion way later. In DF I did it with 10.2.5 and enjoyed it a lot.

It IS very practical to join late in the expansion and now also later in the season if you dislike timegating and your effort being devalued. I know many 0.1% title pushers are furious that their effort just got annulled like that midway through the season. Not only that, but players who opt for a mythic raid boost now have an advantage over them as the trinkets are not obtainable if you focus only on M+.

Most likely. And adding a mini-raid is more costly. Instead just move the goalposts. And add a time-limited achievement that is not retroactive (Triple Threat).

Imo, we can expect this mid-season $urbo Boo$t to become a mainstay in WoW from now on.

For me it’s just more and more transparent that it’s a conscious design choice to ensure classes and specs go up and down in viability purely to increase subscription lengths without increasing costs of business. As are all other Blizz actions these days: if there’s a choice between an amazing increase in quality that would make less money than something meh they will do the meh thing .
I feel they bake in the feeling that if only you re rolled things would get better. Look at hero talents. The best fantasy talents that are coolest to play are often the less viable. You will always want to scratch the itch of changing
Because being not quite right is a design choice. Shadow priest for example: op then nerfed to unviabilty then left alone too long then balanced then nerfed - this over DF and TWW. And we have “voidweaver” where not using void form is better, or archon which is themed on ascension- where using dark
Ascension makes no sense.
It’s all a poor show really.

3 Likes

Yes I agree completely.

Also the Triple Threat achievement I believe is the first time a non-hotfix related achievement is added into the game during the maintenance.

And it does not apply retroactively! Meaning we might have us a precedent here and similar shenanigans will become commonplace.

I feel this Turbo Boost is an escalation of game design where starting your chase towards your goals is best done in the last quarter of a season.

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