Never understood this reasoning. Nobody forces those players to go to cata classic, or to MoP remix. If S4 had a brand new raid and new dungeons into the m+ pool those people maybe wouldn’t spend as much time in classic or remix, or took a break/quit until WW?
I see the same argument in classic when someone asks for another version ‘it will fragment the playerbase!’. this was also thrown around before classic even got announced way before 2019.
Players play what they want, they’re not forced.
If S4 wasn’t just a waiting room there would be more player there instead of the alternatives.
Has anyone else noticed the massive correlation between players who claim a season is boring / has no content, yet their achievement point tally is… on the lower end of the spectrum?
For us collectors it’s good to have a cooldown period to catch up to the content. The game is not only dungeons and raids.
I would have liked a bit longer seasons so i can do chill stuff when the season itself has coolled down. I am not going to finish stuff i missed in s1-3 at the end of season 4. It is just not going to happen anymore.
Its pure esthetics. S3 had old dungeons only. And the only 2 “new” ones (DOTI) were universally hated.
The problem is lack of tuning, lack of dev time. VDH has an opressive meta, and got nerfed in WW. 7 months too late !!! And GOD comp is back. And Aug is still an issue. 1-shot mechanics are back…
None of that was adressed. And are known problems because they are trying to adress them in WW. Except that in WW you also have a ton of class reworks and hero talents. It will be hard to work on fundamental aspects of M+ if you mix it up with the class imbalances that happen early in an expansion.
I was expecting Blizz to experiment with bold and controversial solutions.
Things like :
People complining about depletes/“homework keys” : Make keys never depleate. Or some other sistem to buy key upgrades.
People complain they cant choose the dungeon : Make it so you can talk to the panda in Valdraken and reroll your key for free.
People complain about 1-shots : see what happens if you stagger the damage received in dungeons. Maybe it works. Maybe it dosent.
Divorce spec tuning from raid and M+. See what happens…
M+/Raid specific tier sets. See what happens…
Nerf aug to the ground.
Bold spec reworks. These tend to break the meta really fast, and S4 is one of those seasons to do it. Not the middle of S2…
ect…
Bold things like that. That might work. Might not. But definitely give players and Blizz a neat thing to test.
But new dungeons and raids ? Nah… the only thing that prevents is another RTWF event. Which is an overall negative for the playerbase. So. If anything, its a good thing we did not get a new raid.
Many players feel that the content is too similar to previous seasons, leading to a sense of repetitiveness.
Suggestion: Introducing new mechanics, varied questlines, or different types of events could break the monotony.
Lack of Innovation:
Some players think the season doesn’t bring enough new features or innovations to keep it exciting.
Suggestion: Blizzard could add unique challenges, new zones, or experimental gameplay modes to freshen up the experience.
Raid and Dungeon Fatigue:
Constant grinding of the same dungeons and raids can lead to burnout.
Suggestion: Introducing rotating dungeon pools or special events within dungeons could make these activities more engaging.
PvP Staleness:
PvP content can become stale if not regularly updated with new rewards or balancing changes.
Suggestion: Regular updates, new battlegrounds, and exclusive seasonal rewards could keep the PvP scene vibrant.
Potential Improvements:
Dynamic World Events:
Implementing dynamic events that change based on player actions can make the world feel more alive and responsive.
Player-Driven Content:
Incorporating more player-driven content, like customizable housing or community events, could increase engagement and provide a sense of ownership.
Enhanced Storytelling:
Deepening the lore and offering more branching storylines can provide a richer narrative experience that keeps players invested.
More Rewards and Customization Options:
Adding a wider variety of rewards, including unique cosmetics and customization options, can incentivize players to continue participating in seasonal content.
I’m in exactly the same boat. Every season my “backlog” from previous seasons gets longer and longer.
That would lead to the (often called degenerate) tactic of outright exiting a key if early enough the run seems non-optimal
People would only choose the fastest/easiest dungeons and it would make it harder for score pushers to find groups for the less-desired dungeons.
Yes please. But it needs to be accompanied by a clear lesson that the player(s) or the group has done something wrong; otherwise they will keep throwing the burden on the healer
I’m of the opposite idea; merge PvP tuning back with PvE, remove the PvP talents near the Warmode button and redesign the class and specialization trees so that the left side is focused on crowd control, avoidance of crowd control and damage + damage reduction against players, the middle is focused on resource efficiency and longevity in battle, and the right side is focused on burst at the expense of significant resources and damage on enemies of skull level. That way viable PvP builds would always be on the left-to-middle side, raid builds would be focused on the right-and-middle side, and M+ builds would be in the middle (and possibly slightly to the right)
The above part of my post covers this.
The entire design paradigm around buffs and debuffs needs to be reworked for true support specs to be viable. Until then Augmentation cannot be balanced; it will always be in a superposition of absolute dominance or utmost uselessness; no in-between can exist.
I never mentioned anything about skill. I directly contradicted your comment that there is nothing to do, by proving that you have not engaged in existing content since you’d have the achievements from that if you did.
To me it seems that many people are happy to move on with the formula of three 8-10 boss raids per expansion, eight dungeons (which are all in large part reused outdoor zones in TWW), a few so-called public events (that are all on an arbitrary timer), etc.
Myself, I usually play when I can do the content with minimal timegating in place so it does not bother me directly, though it does irk me sometimes how formulaic and spreadsheetish it all has become.
But the formula seems to be working. Many literary genres are popular precisely because people know what they get, and they want it. A significant portion of the population wants familiarity, they want the “old new” or the “new old”, be it with the serial publications a la Dickens, or the telenovelas, or the Dan Brown approach to history, or the superhero movies, you name it.
The time to take any sort of risks seems to be over, which makes sense in the current economic climate. And if season 4 could be considered a risk, there are failsafes in place, which to me is reflected by how they have so many different versions of WoW active at once.
So yeah, I am pretty sure the Fated season approach will continue and in TWW we will have another period of “a game within a game” in season 4. I find it healthy to have modified my approach accordingly, though truth be told, the parts in parenthesis at the start of my post are things I continue to grapple with.
This wont happen in a S4. If something like this ever happens, it would be for a new expansion.
But given the massive problems it has caused on the PvP community, to the point of almost rendering it extinct…
Well I just cant agree to merging PvP and PvE once again.
What is more important is that it has provided the PvP community with a much healthier environment once the PvP/PvE divorce happened. They still have issues, but PvE tuning is not one of them.
Its a lesson they took 20 years to learn. And it can perfectly be extrapolated to other aspects of the game.
Fair enough. Then try something else. Like keys with charges. Or buying key upgrades with crests… dunno…
Try something. Dont just assume the system is OK because it isent.
I disagree. From a key pushing perspective (keys > 10) there would more keys from the harder dungeons.
Because all the easy ones would already be timed by many people. So nobody would want to do them.
The illusion doesn’t look that good either, imo. But the gladiator mount (same model as Season 1) looks awesome this season. Sadly, I won’t be able to have gotten either mount… But the Shadowflame illusion from Season 2 I got, I’m happy about that at least xD
Yeah season 2 was the best season of dragonflight imo and the enchant is amazing. I just cant wait for the war within things are looking very good from what im experiencing on the beta right now.
I didnt think i would want to make an earthen but since i have made one i have been loving it you can make them look more like a normal dwarve too.
High M+ key compositions are not just determined by DD/Healer/Tank. Its determined by a 5 person comp and it needs to have synergy between all its components.
And unlike in a raid where you have 20 people and multiple healers to cover, a 5 man team is much more restricted.
Therefore, what Aug provide (or lack of because you don’t bring another DD) someone else must provide. And many times that “something” falls to the healer/tank.
Hence, DDs determine the healer choice as well.
And its not about “meta”. Its about performance in high keys. And in lower keys, Aug is simply a DPS loss. So in addition to the above, im tired of carrying Augs around.