You are not forced to run h++, or play the game. If you dont find it fun, unsub and leave appropriate feedback. Please look after your wellbeing.
Blizzard seems to think otherwise considering they give you more badges for doing so than running the raids. What is a raider to do.
I do, every single month. My guild wonāt let me leave ;(
Considering, the raids are a complete snore-fest, even on HC, Iām glad I donāt have to do it 4 times per week on each character. Although each run will be over quite fast, I can see it being annoying after a few IDs.
On PTR it took us 25-30 min to get to anub in 10 HC and we skipped the submerge phase with bloodlust.
In 25 HC we 1 shot every boss, only wiping on anub a few times, until the healers got used to the fight and we were rotating our CDs.
I canāt imagine how easy normal mode is.
Iāll never be a fan of ToC and wasnāt when it first released.
Iām mostly concerned with the burnout ToC will cause combined with the inability for folks to gear up alts and play the game outside of that short raid.
Oh yes, for sure. Iām calling it, the drop of will be much worse than Naxx ever was.
And being āforcedā to still do Ulduar because of the ilvl buff will not be taken kindly, mark my words.
What proof do you want? Iāve had this debate with people on the forums before and Iāve dug up literal scientific articles researching the social nature in MMORPGs, and when the Dungeon Finder is mentioned it has always been viewed as a detriment to it.
Itās fine wanting RDF. Just donāt pretend it didnāt significantly change how the game was played. If you want that experience it exists in retail, and I donāt think Blizzard stands to gain much by implementing it in Classic. Especially not if they intend to move onto Cataclysm; one of the reasons why the dungeons were nerfed was because they simply didnāt lend themselves to the RDF design and mindset.
I was in a guild that couldnāt even do all encounters in 10man on hard mode. Yet I got the meta achievement for the Volcanic drake before patch 4.1. It was difficult, but it was fun. It felt worthwhile. In comparison, I havenāt unlocked the red proto drake in Classic yet because I just donāt see the point. Itās not challenging, itās just a boring chore.
In my experience the Cata dungeons werenāt overtuned and I say this as someone who wasnāt in a hardcore raiding guild.
Then perhaps one should examine what the cause of this trend is. As others have said, WLK began the endgame focus in earnest, but WLK also redesigned how content was played. In TBC dungeons provided a challenge even once you were fully decked out in T4 gear, whereas in WLK dungeons were never challenging.
This promoted the āgogogogogogogogoogogogogogogogogogogogogogoā-behaviour that was being ridiculed throughout 2008-2009. And when Cata tried to reverse this trend it failed. Because people had gotten accustomed to the easy āzergfestā content. The RDF was not congruous with more difficult content. I encourage you to read what Blizzard themselves said about group content in WLK: https://www.bluetracker.gg/wow/topic/eu-en/1690800-wow-dungeons-are-hard/
Then link the scientific articles that supposedly conclude this.
And if you donāt, go play era.
Why is anti RDFers first response always to go ājust leave the gameā?
The internet is a vastly different beast than it was in 2004 when WoW released.
It was a vastly different beast in 2009 when WotLK released compared to 2004 as well.
This is just nonsense, this has been present since the original game.
Where the ef do you think the Leeroy Jenkins meme comes from?
Put your feet up and raid log. Content is easy enough.
Sending thoughts and prayers, hope your hostage situation reolves itself.
Have you given ff14 a chance?
No, but I have considered returning to GW2.
Is that any good? I tried ff for a bit. Didnt feel it.
GW2 is pretty amazing, itās free to play too.
Its pve mode is entirely cooperative, meeting another person in the world is a joy rather than a hindrance.
I tried it for a while after quitting retail in Cata, and it seemed amazing in theory: gorgeous graphics, varied classes, ālivingā zones where stuff happens on itās own, seemless grouping for PvE. It should have been a blast. But somehow, after going through something like 3 maps, I was so bored I just didnt ever start it back up. Maybe it had to do with my MMO fatigue after 4 expansions of WoW.
You are fully capable of opening Google Scholar and go search for yourself, but fine. Here you go:
My argument was not that you should leave the game, but that the convenience and dumbed down gameplay that the RDF caters to exists in retail. My main argument is this: Blizzard likely has more to gain by keeping retail and classic separate as they appeal to different audiences.
Iām sorry Blizzard decided not to copy and paste your favourite version of the game, but Iām quite satisfied with the new direction theyāve taken with WLK classic.
I had these exact same thoughts before Classic was first released. I was not hyped nor optimistic, yet there was something to the design in Classic that made people communicate. In my time levelling in both original Classic and in Classic TBC I made way more friends than Iāve done in any other modern MMORPG. So I donāt believe that we can blame it all on how the internet has changed, even if thereās no doubt some truth to it.
Classic Era and WotLK also appeal to different audiences yet the only difference is that Era is mostly faithful while WotLK Classic is treated by Blizzard as personal toy they can tweak and adjust as they see fit without knowing who they design it for. Titan Rune Dungeons are perfect example being too rough to use as catching up tool (not helped by community gating it behind GS thatās higher than what dungeons drop) while being too easy for those at current endgame.
And in my time leveling during WotLK Classic i made less friends than I did in RDF centric Final Fantasy XIV. Fun fact one of people I met there is the reason I decided to give WoW another chance.
The answer to this will always be that the experience you so desire and want to keep here exists in classic Era. So why those wanting WotLK experience are ti be left out.
Blizzard was upfront with their design goals for Wrath of the Lich King Classic.
The second goal is about making sure Heroic dungeons stay attractive throughout the entire expansion. The Emblems and items they drop should always be valuable, even late in the expansion. They should also remain an interesting challenge throughout the entire expansion, rather than becoming excessively easy as your gear improves.
I fully support Blizzard in this, even if I do view their Heroic+ as a mixed success. The original WLK dungeons were awful. Did they serve as a catchup mechanic? Sure. Just like dungeons in retail serve as good platforms to start gearing for end game. Itās just that theyāre boring.
I see. What was it about the design of the RDF in Final Fantasy XIV that allowed you to make friends?
Iām satisfied with WLK Classic.
Nothing related to RDF honestly. The gameās simply not as focused around content grind. Basically every piece of content (with the exception of current tier Raids) has automated grouping and despite that people form guild and hang out together just talking. Something I havenāt seen in Classic WotLK where most interactions areā¦ Goal oriented so to speak.
Shame they screwed up. HC+ is barely a challenge if youāre already in T7 gear. At that point also anything except daily dungeon is worthless since gear is obsolete and only daily drops Current tier Emblems.
Now HC++ will probably be better but thats thanks to Ulduar Gear being buffed and HC++ providing emblems you can exchange for 10m HM some of which is on āBiS foreverā. Even then the HC++ will be abandoned except for daily as soon as people get what they need (which frankly on PTR apparently takes 2-3 days of semi complete world tours). Not to mention that it will likely kill any participation in 10m HM Ulduar.
Again it is a solid proof that Blizzard has no idea how to achieve their goal and failed to identify target for Heroic Dungeons.
And Iām not. As the dweller of smallest realm thatās not HW and not dying Iād prefer to be able to do dungeons as I level up my alt and maybe even run few with friend I have on other realm but hey, no dice.
OK then.
The effect of ostracizing someone and reporting that character to a āban-listā or using other means of sanctioning such as blocking that character from future cooperation has limited or no effect across servers.
Which hasnāt been true since long before RDF was put in the game. Ignore someone and you wonāt get matched up with him again. This was even true for cross realm battlegrounds.
Also, you should probably at least read the conclusion:
The results reveal a low level of both instrumental and sociable interaction between PUG players. Communication is held to a minimum and dungeons completed at a fast pace. Even in the event of downtime sociable interaction is rare. However, cases with a high level of sociable interaction were found when several players from the same guild played together in the same group.
As weāve been telling you goons for half a year now, socialization doesnāt happen in 5 man pugs. It happens in guilds, regardless of activity. Stop trying to force it.
Hell, the first study even has a full detail of the social interactions going on through the players 5 man runs and theyāre exactly the same as they are now, 12 years later.
A key change that affected social experience came with the Group Finder interface, starting in late 2006. Group Finder automates the process of finding others for the collaborative activities of ādungeonsā (small group activities) and āraidsā (large group activities). In December 2006, Blizzard introduced āLooking For Group,ā the first version of Group Finder, named after a phrase players used when forming groups in chat channels. The interface allowed players to hasten the process of creating and organizing groups within a realm by advertising that they were looking for group members, or searching through a list of partially-formed groups. Even with Looking for Group, however, there were often still long wait times. In a patch released in December 2009, Blizzard attempted to remedy this problem by providing a larger pool of potential group members that drew players from multiple realms. While more players decreased wait times, the new system changed how players interacted within a group.
Explain people behaviour in classic dungeons then.
Iād comment more but paywall and all that, so hard to. Your cherrypicked quote does nothing to explain how the system changed how players interact with the group though and as we can see from classic that doesnāt have RDF, maybe you should conclude that RDF wasnāt the reason it changed.
My boy, retail has hard 5 mans something Iām blatantly not interested in and Era is RDF free.
Why is it you get all the options while telling me to quit the one for me?
Lol please, if youāre happy about classic communication you really need to get out more.
They were. For the exact same reason they are now.
Badges from dailies.
H+ has literally not changed this one iota. Not one iota.
I think the limited action bars and abilities can be quite a turnoff for a lot of players coming from more standard MMOs from the time for sure, and thatās likely what happened to you.
I will say though, if you group with people the combo system has some amazing synergies that really make the combat flow.