Just like in the title.
Is there anything that needs to be fixed?
The raids are probably okay, they are being hot fixed with nerf for more people to do them.
Next, people may or not like it, but they play mythic +.
Quest/lore is what it is, once you’ve done them, you can redo them with an alt.
World quests are daily quests for random rewards.
There are some events going on all the time.
You can do old content and not be afraid to die in them, so you only need to cross your fingers to get rng right.
PvP is in a great shape, no one got to hear your complain about it anyway.
Now, if you want more from the game, well that cannot be fixed, as it doesn’t exist.
Everything works as intended.
Sorry, Everything “…working as intended.”, should have been in quotes, probably!
There are definitely problems that could be tweaked (if you don’t like the term fixed).
Inventory management is not in a good place, Bliz needs to learn some respect for our time (and bag space).
Open World content is too Group focused. Rares and Events require a critical mass of players in order to complete. Scale these down to work with solo players or they will be dead within weeks of lauch.
Earning Flights and Crests (above Whelps) in open world is dreadfully slow, in dungeons bosses give 60 flightstones, an open world rare gives 1 or 2 (bosses are harder but not 60x harder).
Simple things to make life a lot better for a lot of players without impacting the fun of anyone currently enjoying the game.
What I currently think that could be fixed:
Old lost quest and items could be reintroduced via an option in the cavern of times to move back to the old days before cata so phasing could change the world.
That could be expanded with Chromietime so for example Classic would bring us in a phase where the doors of silvermoon are still locked and there is no ship to the draenei isles. TBC adds the Draenei and Blood Elves to the world. WotLK gives us a restored SW harbor but also locks us out of the Onyxia pre quest.
Then old events and rewards could maybe be reintroduced by weekly annisvaries who only appear if you are in Chromietime to the expansion.
For example replaying the TBC Pre-Event during the event week only happens if you are currently on chromie time.
Old achievments like Hand of A’Dal could be fixed by either two ways. Either do it via timewalk weeks of bringing a special heroic timewalkweek version where the dungeon is harder then the normal timewalk week version but allows you during this week a time walk event quest for doing the old achievment.
Or WoW goes the way of offering a stand-alone add-on server for every add-on where you could replay the raids in their original difficulty.
Latter could work for any version except Classic and MoP as in those two versions there are events that could be completed in an earlier version but not in the last patch so Blizz would need Seasonal Servers for them.
About Lore to be fixed their I think Shadowlands did way too much damage.
The only way I think this could be fixed is by saying that our defeat to N’Zoth whas a feint and all that since happened whas us being locked away to the true Shadowlands of the realm of the void lords and the reason the Loa choose Sylvanas as the Warchief and why the voices told her Sister Alleria that she is dangerous and the true enemy is because she is one of the few being immune to their influence and so she pulls us out of it like Orpheus pulls Neo out of the Matrix.
Blizzard’s perception that healers need a mana regen nerf in 10.2. Gonna be fun having groups stare at me in M+ while I drink, like “geez, why is this feeb holding us up again?”
Although play testing before release is probably the biggest fix WoW needs. Too often stuff comes out and either just doesn’t work on day one (Rifts), or is so grossly imbalanced (holy paladin, augvoker) that the playerbase identifies it within a day and we end up with ironclad metas that lock specs out of pugging. These things should be refined before launch, not still ongoing months later.
Also the devs need to have some overall concept of what the average player should be able to achieve and stick with it consistently. BfA+Shadowlands had M+15 keys giving access to endgame gear in the vault, then in DF it was +20s only, until 10.1.5 when it’s now M+16s. Although these are probably a bit harder than SL’s 16s. The variable skill floor is unsettling and disruptive, since people can suddenly find themselves held back or left behind by people they have played with for years.
I choose to believe Blizzard did not intend to create a rigid meta that has compromised the experience of many players. Definitely prefer to think of them as ignorant vs malicious.
I don’t feel that the problem is that levelling isn’t optional, it’s more that levelling isn’t fun.
In classic, levelling is 90% of the game, and it’s a journey. In retail, it’s a hurdle to the true start of the game, the gear grind.
Fixing levelling involves adding more challenge to levelling so it feels like growth, though it doesn’t need to be as long winded as it is in classic.
What people want is to access Mythic+, raids, and PvP, but mostly the first 2 without leveling more than 1 time per account.
I would enjoy a map where I could kill “harder” mobs, but make the most of my abilities and other mechanics in the game and not solely rely on the damage done, as it is nowadays, it is kill it before it can do damage to you, but only with damage.
I mean it would be nice to have a game mode in retail that is similar to wow leveling in an open map, getting another map every season, or something similar while fetching for goals in that content, also making everyone suffer the same setbacks/game-rules as anyone participating in it, just like who play mythic or raids, that is how hardcore works now, and it would be entirely optional just as raids and mythic or pvp (actually they are optional and working as intended)
But, I am waiting, maybe all we need an optional fun leveling? (the only caveat is that leveling ends)
Oh absolutely; I avoid betas and PTR in general because you only get to play something for the first time once, and I’d rather it be a complete experience.
Honestly my problem is that Blizzard don’t seem to have an internal test team. By which I mean people who’s actual jobs are “play the game with these changes, give face to face feedback to the developers and have a regular back-and-forth dialog where class changes are reviewed in the context of being a WoW player”.
Stuff regularly comes out totally broken in ways it’s hard to imagine anyone has ever actually played the game between the code change and live deployment.
I can forgive minor tuning issues, and bumping classes up or down 5% now and then because WoW is infinitely complex in it’s interactions; but there shouldn’t be cases like “holy paladin is just the strongest M+ healer by a country mile and then some”. That sort of thing should be identified pre-release and adjusted to a state where the test team (who play the game a lot and have a good sense of the “average”) agree that it’s not a gigantic outlier one way or the other.
Old grapics need a fix to be on par with BfA/Dragonflight
Old content needs a fix to stay relevant
UI needs fixes (which it is already getting)
Game Content needs a fix to not require hundrets of addons making PvE raids super easy due to telegraphing issues
Music needs a fix to actually be part of the gameplay (we have no scripted music for bossfights in general. Only exception the dwarfs in the Uldaman dungeon from DF)
Capitols, trainer NPCs and more need fixes/removals due to being outdated.