It seemed to vary a lot between classes how much fun you got to have. Not a single Paladin spec was fun.
We ended up doing a lot of the clears in guild groups where the monk tank went off and annihilated everything while we just mopped up all the pickups in the dungeon like his personal servants.
As i said, no one needed to be 97 at the end of the expansion. The very last lat upgrade was at 80, after that, it was about 2-3 ilevel on the neck per level, which did not give much, to be total honest. In the end, the catch up even reach something like level 92, so even maxing out level 80 could be done in less than a week worth of Weeklies/Daylies (not even counting hard WQ farming or doing repeateable content like islands) for anybody.
No, i donât think everyone should have pushed as far as i did back then, fighting against the limit imposed by the scalling. This was a stupid farm, but it was on me like it was on any idiot enough to compete on a non-First world kill level. Letâs be clear, yes, there was a design issue, but more than anything there was a community perception issue here that had nothing to do with the design.
I think this expansion is awesome. I especially enjoy the fact that I dont feel I have to log in everyday and grind away at some sort of rep or currency.
Its a nice relaxing change of pace.
It may seem too light hearted or âeasyâ for some but alot of people have stressful lives, stressful jobs, etc and when they log into a game they just want some simple escapism.
So it totally fits the bill for me!
Completely forgot about the max level 80 part. You got me.
Still, most of the expansion people werenât even near level 80 and this was relevant.
I think community perception is an integral part of a design. When you design a game youâre really thinking about how itâs received and solved at large.
Now the issue at hand is how do you deliver an experience that is optional or at least engaging for those that are higher up, and that is exciting and rewarding for those who want to play it and donât want to go higher, right?
And my answer to that question really is I think Dragonflight did it pretty well, but the crests are the wrong solution here. They just donât play the same things even if they are in the same overall system. You want to have easy parts of the world and you wanna have hard parts of the world. You want players to move between them so you see players of your progression level concentrated and unpolluted by people above it and below it - and then you move through the world to avoid repetition as you build your character.
You get these items, you craft something, what you craft sends you out on an âinconvenientâ world mission of some sort. Some items do this, some items do not. Maybe some items have a quest - but you get the full item anyway but if you do this really hard quest you get an extra transmog for it, idk.
Itâs not an easy problem to solve, but the solution just canât be what it was in Legion-Shadowlands. Itâs not interesting, itâs not appropriately challenging for people who want gear like this, itâs got no extra lore, nothing to explore. Itâs just⌠boring and mandatory. An inconvenient chore. Like Iâm sorry, it drives me mad. I canât do it again.
Problem is thereâs many types of players in Wow, some wants immediate gratification stuff, others want to build up slowly over the season to get to clear goals. While Legion/BFA was more about the second type of reward in terms of power, SL did the same in terms of Cosmetics and DF got to the other hand of the spectrum with immediate gratification but near to no long term goals.
I donât know what could be the solution, but clearly, it needs to be somewhere in the middle. Itâs too easy and fast to be done with the game in DF. And 10.1 showed a net problem in itâs difficulty curve, especeially in the raid where only Sarkareth and maybe arguably Neltharion is a wall in their own difficulty.
On the other side, MM+ had been made so much easier by removing seasonnal affixes and people that did not get KSM or KSH until later this season had already done it as we speak, which means a lot of people will stop doing MM+ as they acheived their goal.
I think the crest system is good, but it made gearing so much faster than normal by being clearly too generous too fast, without much feel of progress at all. In my opinion, it need to be slowed down a bit. Itâs clearly not normal to be able to be 441 ilevel after only 2-3 weeks, even for tryharders, cause it skip a lot of the progress in terms of gear and made challenge that should be challenging much easier than intended.
Letâs be clear, in the way i play those days, i should not have my KSH, and doing the +20 portals should be an end of season goal for me. But neither are well balanced right now and itâs because of the reward scucture thatâs scuffed.
I can say the same for Cosmetic reward. At this point of the patch, there only one reward one mount and iâm at like 350/400 pieces to have it and would already have it if it wasnât for Diablo 4â launch. Like 10.0, the cosmetics take about 1 month to get. In a 5 months long season⌠Yeah, itâs better than 9.0 Anima farm for cosmetics that needed months and months to farm one set, but itâs clearly achieved too fast since thatâs the only reward remaining.
At least 10.1.5 interestingly answer with the Quantum pieces.
Iâm not in the same place because Iâve been very busy since the release of this patch (or rather, spent a lot of time away from the PC, forcibly) so I canât really recognise this.
But Iâm certainly not arguing for instant gratification. Iâm just arguing that, whatever Iâm doing it should not be repetitive, easy, compel me to log in, or encourage me to log out.
I think also itâs important not to think too much about wall time. I donât really care about the physical clock on my wrist - I care how many hours of fun I get.
Story is stupid. I love the fact that we are back on âearthâ without going so strong into cosmic/aliens dumb lore direction, but disneyflight⌠i mean dragonflight story feels so cheap I dont have other words to describe it but stupid. Every characters looks and act like a snowflake. Over sensitive, over feminine, dull and boring. Thereâs like zero violence and action in the game.
BFA had better dungeons, I give you that, although part of the reason this season is good is that they brought back Freehold and Underrot. But thatâs just part of it.
The current loot system is way better than the one in BFA, and the flexibility with scoring is also a huge plus. Back then literally +14 and +16 were much less valuable keys than a +15 for example.
I donât think Mythic+ is fun right now. I loved it in Legion & BFA, but this expansion it just hasnât been very fun imo.
As for raiding, I pug sometimes but I mostly raid with my guild. When weâre done with raiding and weekly keys thereâs really not anything to do. Which isnât bad in of itself, iâve had lots of fun playing other games, but iâve been doing that for 4-5 months now. Weâre 6 months into the expansion and iâve spent more time raidlogging than I have playing the game. I want to play wow, but thereâs not much to do in the game.
Thatâs my issue with Dragonflight. Thereâs really just nothing to do outside of raids & m+. PvP is in an awful state and the game is severely lacking in casual content.
I agree. Dragonflight is way too safe of an expansion. They really need to go all out next expansion if they want to get new players and also bring back those who left. If it continues like this, I genuinely think the game is gonna âdieâ.
Yeah the new player experience in this game is atrocious.
Agreed. The zskera vaults were a massive letdown. I was expecting it to be like the Troves of the Thunder King from MoP, but it was nothing like that. You just flew around the island, killing rares for a chance to get keys and then you entered a cave so you could click on a door that allowed you to click on 3-4 things inside a room.
But why does it need to be extremes? I donât see how adding casual content like Mage Tower, Torghast, Horrific Visions, but without the power tied to them, would make the game worse for you. Itâs just more content to do. Thatâs my issue with Dragonflight. If you get bored of raids & M+ there really isnât much content left for you to do.
Itâs nice that people are enjoying it, but thereâs lots of complaints about the balancing of these dungeons. Personally I havenât enjoyed M+ since BFA, thereâs generally been too many mechanics on the trash mobs. I miss Legion & BFA mythic+ a lot.
The BFA dungeons were so much more fun and while Infested & Beguiling sucked, reaping & Awakened were genuinely amazing affixes that made keys so much more fun to play.
Mage tower and horrific visions werenât a first patch content, mage tower was added in 7.2 and horrific visions were last stage of bfa, please stop judging the whole expac when we are only 6 months in it, we already recieving mega dungeon in the next patch, who know what type of addition pve content weâll recieve in the future
Brawlerâs guild was, class order halls were, Island Expeditions & Warfronts were. Legion launched with World Quests & Mythic+. Torghast was also a first patch feature.
The game is severely lacking in casual content. Anyone can see that.
Unfortunately, not having something to do is pretty much an Exit moment in the video game space. What some people called ââChoresââ is pretty much retention systems, most of the time.
Deranking over time
Daily task
Weekly task
Mandatory farms
Promoting Competition over Cooperation
Without any of those, most players quit a game after a while if the game does not regularly update himself to keep the interest fresh.
Blizz did well with 10.1 in that regard, even without those things, by having a new set of quest unlocked every week for 5 week after the patch came out. If there was a new Quest line planed for every week of a patch, the game could end up not being so dependant of those systems, but it would require a lot of dev time to do that and even then, some player would argue that Blizz is doing it to keep you sub permanently. To be fair, the Blue dragonflight Quest line could have been divided in 3-4 parts that would have resulted in having a quest line every week until 10.1.5.
Anyway, the lack of those systems in dragonflight maybe did made the game ââbeing healthier and less of a chore listââ, but it also resulted in people loosing interest and having a Quit moment by boredom far faster than before.
Mmm, donât know whatâs boring. I find it amazing. Just dragon riding through the zones makes me have a really good time. And given how much more you can do, no way I can get bored.
This is why the Box of many grinds should have been Account Wide. You could have tried all your alts which upgrading this and which ever one you enjoyed the most could then be used to do all the achievements etc.