How to save WoW? Thoughts, reasoning, suggestions

In 2008, I discovered a masterpiece game called World of Warcraft! I was still a schoolboy then, and it was the first MMO RPG game I had ever seen, and I dove into it headfirst. At that time, it seemed this game had absolutely everything that could appeal to a young adventure seeker! I explored every stone, every path, and everything was so beautiful, atmospheric, mysterious, and dangerous!

Now I’m an adult man, doing well in life, who wanted to dive back into this magical world with my friends and experience the same emotions as in childhood!

We just needed to decide which version of WoW we wanted to play! Coincidentally, WoW had just been relaunched, and at that time there were 2 versions: Wrath of the Lich King (the original, familiar version), and Dragonflight (aka actual). Being old geezers, we decided to reminisce about our youth and start with Lich King! Oh yes, this is it, everything just like before, so familiar and nostalgic! After playing for a couple of months, we decided to try Actual as well! But it was a complete disappointment, for me at least… Later I’ll describe all the aspects in more detail, but now a bit more introduction :slight_smile: We put WoW aside for a while, but then WoW SoD was announced. We were in complete anticipation, as it was supposed to be the same familiar WoW, but with some interesting changes. When we tried SoD, it initially met our expectations, but interest quickly faded. In the end, we’re now playing Cataclysm, and unfortunately - it’s the last playable version (in my subjective opinion).

So, what’s wrong with Actual? When I first entered it, I definitely liked the updated engine, with its movement physics and texture detail, but as it turned out, that was it…

For character leveling, I chose the “Exile’s Reach”. Immediately there was a feeling that the game was “licking” me from all sides and helping in every way. “Well, it’s okay for the learning process,” I thought. But after reaching level 20, nothing changed… It was still easy to level up, no “challenge”… Consequently, I quickly got bored with doing quests. Plus, there was a feeling of loneliness and emptiness, as if I had gotten into “The Truman Show”. Then I decided to use the dungeon finder and go through them with real people. But here too I was disappointed… It turned out that everything in the game scales relative to your level, and you can go to the same dungeon until the last level. Each dungeon run was like some stupid “Speed run”, where everyone just ran straight through the mobs to the bosses, killed them in 30 seconds, and it was all over again. There wasn’t even time to realize where you were and what was happening at all. As it turned out, this scaling system also applies to leveling in locations. That is, you can level up in any location you want, and there will always be mobs of your level. And what does this mean for a newbie? When a newbie opens the map, they see a huge incomprehensible world, where it’s unclear what is connected to what and where to even start? And no matter where you start, your subconscious still thinks: “Am I in the right place now, and why am I here?”, “What if I missed something? Do I need to collect any items?”. As a result, there’s a bunch of chaotic information in your head that you simply drown in, and you lose the desire to figure anything out at all, because you understand that you won’t be able to grasp and comprehend everything anyway. Plus, all these locations are deserted, and there are no live players in them. There’s no need to “compete” with anyone for resources, no need to gather in groups to complete particularly difficult tasks, no random encounters with players of the opposite faction to kick their butts, or to lay your own bones to rest :slight_smile: Just loneliness and chaos in thoughts.

Regarding the lore: I don’t consider myself the type of person who delves particularly deeply into the universe’s lore, but even I felt that there was no coherent atmosphere here… Everything consists of stitched patches of different universes, which no longer have the spirit of “Alliance versus Horde” or “Alliance together with the Horde, against a single global evil”.

Regarding SoD: This version of WoW started well but ended poorly… The developers took too long to release new content, and there was quickly nothing to do in the current content. I stopped playing SoD after the level 40 phase (after conquering Gnomeregan). The raid dungeons were extremely simple and quickly became boring, and the PvP content was meaningless and quickly lost the spirit of competition (as it all came down to meaningless “meat” once in a while).

What would be a good continuation of the WoW universe for me?

  • The engine that’s now in Actual. It’s really not bad!
  • What to do with the lore? How to get rid of the overloaded world? You can use a technique like “Alternative course of events”. We can return to that period of time from which the very first WoW started, when the main enemy of the Alliance was the Horde, and vice versa. And when there was a single evil that was approaching the already warring World. Again, I’m not a lore expert, but I’m sure you can find a moment in it where a fateful character of this lore would act differently than the time when, for example, the Lich King appeared.
  • The process of leveling up a character. This process should be difficult. The spirit of adventurism should be encouraged, and a sense of danger should always accompany the player. There should be competition between players for resources, but at the same time, to obtain some resources, you need to unite and overcome difficulties together. There must be an atmosphere of hostility towards the opposite faction. In Actual WoW, there’s a tendency towards “Diablo-ization” of level progression, i.e., many groups of mobs that are easy to kill, it’s better to do the opposite, where there will be few mobs, but they will be difficult to kill. There should be mandatory leveling locations where both hostile factions compete for resources (the perfect example is Stranglethorn Vale from the times of Wrath of the Lich King)
  • PVP content. PvP should be an integral part of both character leveling and end-game. There should be no division of items into PvP and PVE. If you’re good at PVE, and have “blood and sweat” obtained the desired gear, then this gear should be equally good in both PvP and PVE (and vice versa). Perhaps make a mechanic that to get into some dungeon you need to gather a raid, and first defeat a similar raid of other players in PVP, and only then the winner gets into the dungeon. An excellent PvP event was the ability to organize raid trips to the capitals of opposite factions, this needs to be supported in every way and stimulate players.
  • Talents. There should be a varied talent tree that would allow building dozens of working builds, depending on the gear you have, and not like now, when there’s only one perfect build and rotation that hangs on Wowhead, and which everyone uses like monkeys copying…

What problems do WoW developers face? How to implement new content when a new version of the game should be released? In my opinion, this is the biggest problem that buried WoW… The developers couldn’t solve the problem of scaling and content scaling.

  • The problem of level scaling. Well, for example, in the current version the maximum level = 80. When a new version comes out, the most obvious solution seems to just add +10 levels, add several new dungeons, add new items with even higher characteristics than the current ones. Accordingly, HP will become larger, Damage will become larger, and it seems like everything is good and everyone is happy! But there’s a serious problem lurking here. Let’s say 4 such consecutive additions come out, and now the maximum level is 80 + 10 + 10 + 10 + 10 = 120. For constant players, leveling up +10 levels with each addition won’t be difficult, but what about newcomers? It turns out that they have to level up from level 1 to 120!!! That is, if I already have level 120, and I invite a friend to play with me, they will have to spend an eternity just to level up to me… Therefore, increasing the level is a bad idea. What if we lower the level? That is, the maximum character level will always be, for example, 80th, and when a new patch comes out, all 80th level characters become 70th, and they need to gain +10 levels. At the same time, it’s not necessary to rework the talent tree, and it’s into it that you can endlessly add new talents, just now for each +1 level the player will receive not +1 talent, but +1.1 (i.e., with a step of 10 levels, the player will be added +1 additional talent point), but in general it’s not fundamental, just with each new version of the game the maximum level will be unchanged, but talent points can be added.
  • The problem of scaling characteristics. This is where increasing HP and Damage is the norm, and it can be increased indefinitely. However, this increase should not be multiple… Let this increase be +1000 - +2000 damage per patch, and not +100000 as it is now.
  • The problem of old content. This is one of the main problems. How to make all the content that came out in previous patches remain relevant? Let’s start with quests. It would be good to think through quests in advance so that they are divided into 3 groups. The first group is chains of story quests that tell the player the main story of the game from its very beginning to the current moment. The second group is chains of quests tied to one specific location. The third group is side passing quests that will not affect the plot in any way and which can simply be removed in future versions. The main idea is that with the release of each new version of the game - the total number of quests does not change (since the game always has a maximum level = 80, and does not change). Since each new patch assumes some development of the global story, as well as the addition of new locations, it’s necessary to add new quests. But in order for the universe not to be oversaturated with a bunch of quests, in each new patch - you can simply delete quests from the 3rd group, replacing them with other quests in the same group, but already for the current addition. Thus, new players will visit old locations, but they will pass them much faster than in previous patches (completing quests from the 1st and 2nd groups), while by the time they level up to level 80 - they will be aware of all the backstory.
  • The problem of old dungeons. Now, when a new addition comes out, people stop going to old raid dungeons, because it simply doesn’t make sense anymore… Thus, dozens of amazing raid dungeons have been forgotten :frowning: This is where scaling comes to the rescue! Only you need to scale not the characters, but the bosses in the dungeons themselves. To kill them should be as difficult as in previous patches. Now we need to solve the problem “What’s the point in going there?”. You can make a special kind of “legendary” gear that can only be obtained by going through all the dungeons from previous additions. Or make it so that unique resources necessary for improving current items fall from raid dungeons of previous dungeons. There may be a problem that at some point there will be so many dungeons that there won’t be enough people to quickly gather a raid to a specific dungeon, but I’m sure you can find dozens of good solutions to this problem! But people will always have something to do in WoW.
  • The problem of items and their characteristics. If a newbie enters WoW when there’s already, say, the 10th patch, they may face the fact that 40 different dungeons are available to them, where completely different items drop, and it will be difficult for them to understand where exactly they need to go. I would suggest thinking about such a system: in dungeons, not ready-made items with their characteristics will drop, but just empty “blanks” (which have different unique appearances), and also unique resources fall from bosses that allow endowing the corresponding “blanks” with any characteristics that the player himself deems necessary. The only problem with this approach is balance, but I think modern computing power of computers allows for testing and calibration of any combinations of possible characteristics.
  • Achievement system. Starting from Cataclysm, the achievement system in WoW has already become too oversaturated… In my opinion, achievements need to be thought out in such a way that they remain relevant regardless of the current patch. And the worst mistake that the developers made is the devaluation of rewards for achievements. I know a story when for some difficult achievement a Mount was given as a reward, and it was really cool to have such a mount, everyone immediately understood what path you went through to get it. But then in subsequent patches, this mount could be bought almost for gold… This was just a spit in the face of real fans of the game…

Well, that’s all from me, I hope this post will find support from other fans of this game, and perhaps even someone from the WoW team will notice it and listen to some ideas :slight_smile:

7 Likes

You can choose how to level using Chromie Time and then experience the then “alternative course of events”. And then keep it somewhat relevant if they want to run through it again.

Everytime when a new expansion drops or is current, players will just keep spamming that levelling up a new toon from 1 to end is too long. That is also why Blizzard sells boosts and have some better numbers about this.

Though you can have an actual levelling experience in the Classics.

It used to be, there were PVP quests for example that flags your toon for PVP and as a result a level 60 rogue sits at the questgiver shanking you. Literally this is what happens, that and other PVP related objectives get usually camped by max levelled toons and we get quite often, posters claiming it is “griefing” and “Blizzard doesn’t do anything about it” in SoD.

Ergo that is why WM on/off on Retail.

Technically there is, the concern I also had when they returned to a Classic styled build like the current Retail one is that everyone just copies one from WoWhead and be done with it.

I expect them to tackle this problem by miniaturising it again - we had this problem too in the past and they did the same thing. Same with the big numbers problem.

The exact same mount or a different colour of it? Regardless, if it doesn’t grant the achievement by merely getting the mount for gold then it acts as a goldsink and you would still need to get the achievement to collect the “experience” imo.

I recommend posting this through the suggestion box as well with a thread link and a short summary!

4 Likes

when going gets though the though gets going.

Either they need to bring back old lore chads like arthas illidan or Garrosh.

or make the lore bit better like it used to be 16 years ago.

Classes they should rework them all make them better.

The lore in this expack without being a critic i don’t even know what we did or how we got 40 years away with it all i saw was we killed 3 dragons and met a guy named Tyr that was it.

bring back a protagonist we hate make reasons we can kill him and hate him or her. Don’t make a redeeming story like they did sylvannas she deserved to die not live.

Remove femboy storys from the game.

3 Likes

On 22 May near 2 months ago i made i purchase-gift for my Cousin that’s is 24 years old.

I wanted to play with me since we are like brothers. He gave up at 40 lvl .

  • He didn’t understood what is the plot in this game .(I couldn’t even tell him with how the game has become and i just say we just kill npc )

  • In few Hour he was already at High lvl … He disliked the profession and skill learning curve… ( My fault of trying to explain Professions when their are worthless in lvling )

  • He didn’t like it .no engaging - no purpose no nothing. And yes like you write if you want gaming experience Switch to Classic .

Pvp is a joke .

With the redo of the game over and over no one wanted to play anymore PvP . Is not anymore World of Warcraft . I have lvl up countless alts = Not a single time i could pvp since no one is using pvp Mod. Or at high lvl you are either with 100x Horde or 100 x Alliance depends on the realms-whatever you are.

The experience is the same at high lvl . Look Youtube… not a single video in the last years with pvp world content .

[quote=“Saneko, post:2, topic:522667, username:Saneko-ragnaros”]
Technically there is, the concern I also had when they returned to a Classic styled build like the current Retail one is that everyone just copies one from WoWhead and be done with it.
[/quote] And that’s bad since there is only 1 build that Works. Yes it’s a nice systems for Bots.

The scalling is one of the worse thing have happen in this game . No other game has scalling . Why ? because there is a freedom of enjoyment to play .

Right now everyone just play the same over and over like a bot . I could kill xx Npc at 10 lvl and again at 50 lvl … It cost 3 frostbolt to kill it at 10 lvl… the same cost is at 50 lvl . It’s a nice setup for monkeys IQ relevant lvl . Doing the same over and over :slight_smile:

At the end the game is constantly in decrease because adapt to much in politics and at some point in this AkA Woke system . There is no difference now from World of Warcraft with any android gacha game…

3 Likes

I copied this to ChatGPT and let it made a summary for me and then I asked for solutions:

Solutions to Problems in World of Warcraft (WoW)

1. Ease of Leveling and Lack of Challenge

Problem: Leveling is too easy and lacks a sense of adventure and danger.

Solutions:

  • Increase Difficulty: Adjust the difficulty of mobs and quests to require more strategic play and skill, similar to the early WoW experience.
  • Resource Competition: Reintroduce areas where players must compete for resources and encourage group play for challenging tasks.
  • Leveling Zones: Create mandatory leveling zones where players from both factions can encounter each other, fostering a sense of competition and hostility.

2. Dungeon Experience and Level Scaling

Problem: Dungeon runs feel like speed runs, lacking engagement and challenge.

Solutions:

  • Dungeon Scaling: Adjust dungeon difficulty dynamically based on the average level and gear of the party, making every run feel challenging.
  • Reward Structure: Introduce unique rewards for completing dungeons without skipping mobs, encouraging players to fully engage with the dungeon environment.
  • Dungeon Variety: Add variety to dungeon encounters, including randomized elements or optional objectives that require teamwork and strategy.

3. Overloaded and Disjointed Lore

Problem: The lore feels fragmented and lacks coherence.

Solutions:

  • Alternate Timelines: Introduce an alternate timeline where players experience pivotal moments differently, providing a fresh yet familiar storyline.
  • Unified Narrative: Focus on a unified narrative that emphasizes the core conflict between the Alliance and the Horde, with a looming global threat.
  • Story-Driven Quests: Create a series of story-driven quests that span multiple expansions, helping players understand the overarching plot and feel connected to the game’s history.

4. PvP Content and Integration

Problem: PvP feels meaningless and lacks integration with PvE.

Solutions:

  • PvP-PvE Integration: Remove the division between PvP and PvE gear, allowing players to use the same gear for both types of content.
  • PvP Requirements: Introduce mechanics where players must participate in PvP to unlock certain PvE content, such as needing to win a PvP battle to enter a raid.
  • Epic PvP Events: Reinstate and enhance large-scale PvP events, like faction raids on enemy capitals, and provide significant rewards for participation and success.

5. Talents and Build Variety

Problem: Limited build variety with a single optimal build dominating.

Solutions:

  • Expanded Talent Trees: Develop more extensive talent trees that offer meaningful choices and diverse build paths.
  • Gear Synergy: Ensure that different gear sets and items support various builds, encouraging experimentation and personal playstyle.
  • Dynamic Balancing: Regularly update and balance talents to keep the meta fresh and prevent stagnation around a single build.

6. Level and Content Scaling

Problem: New content makes old content obsolete, and level scaling feels unnatural.

Solutions:

  • Fixed Maximum Level: Keep the maximum character level constant across expansions, avoiding endless level increases.
  • Legendary Gear: Introduce legendary gear that can only be acquired by completing content from multiple expansions, keeping old dungeons relevant.
  • Resource-based Scaling: Scale the difficulty of old content based on player gear and level, ensuring that it remains challenging and rewarding.

7. Quests and Achievements

Problem: Quests and achievements become overwhelming and lose their significance over time.

Solutions:

  • Streamlined Quests: Organize quests into main story arcs, location-specific arcs, and optional side quests, allowing players to focus on essential content.
  • Achievement Relevance: Design achievements to remain relevant across expansions, and avoid devaluing rewards by keeping them exclusive and prestigious.
  • Dynamic Rewards: Offer dynamic rewards that adapt to the player’s progress, ensuring that achievements feel rewarding at any stage of the game.

The problem is the Scalling . No matter what you do or what you suggest , Scalling works towards you lvl and of course your ilvl at the point that you don’t feel like becoming stronger …

No other Mmorpg has Scalling . Scalling is a cheap mode that offers nothing with the delusion of doing something .

3 Likes

I stopped playing towards the end of TBC and came back for Legion… For me it was a sense of fresh air, not having to kill boars and eat every single time, not having to do low drop chance quests…

We have so many expansions and such a big world to explore, that it will be hard for new comers to go through it all, in the same experience as we did when it was current.

If you really want to, you can lvl through Chromie-time? But the goal for Blizzard is, to get new players to end game to tell the latest story.
You have a nostalgic feeling of WoW and therefor you’re craving the feeling of seeng a green item drop from a mob after having used a grey +6 armor item.
You’re craving the feeling of getting your frist blue item and feeling like the protector of Azeroth!

But lets be honest, the game has evolved a lot since then… I remember lvling as a priest was to talent into wand spec and just stand there and wand auto-attack… mage was to just go frost and AoE pull and in boss fights spam frost bolt until oom, and then wand…

Open world PVP became a max lvl rogue at Retridge who would just gank your corpse till you logged off… “Oh you need to hand in this quest to progress? Too bad, NPC has been killed” sounds familiar from Silithus?

I can still go do quests if I want it for the lore, if I am curious for the story, it shouldn’t matter if I one-shot 10 Ogres or spend 40 minutes doing it, I can still read the story. Heck this new faster lvling allows me to actually try out different specs and classes…

I don’t have the fear of having spent 6 months lvling a character to max lvl to realize I actually do not like it in the content I want to play…
If I remember correctly I read, DF lvling 60-70 was like 12 hours of playtime (on average), now imagine 12 hours * 7… Thats 3.5 full days of playtime until you reach max lvl

Now the dungeon part; Imagine if they didn’t scale, you would be forced to sit and wait for ages before a group was formed, specially if you decided to lvl through an “inefficient” expansion, the world would feel even more empty…

The world offers you a lot of “alternatives” that may not be 1:1, but they are there…

-Freeze your exp and complete the quests if you don’t want to out lvl the zones
-Do loremaster achievement and enjoy the lore and quests
-Do the ironman challenge if you want the sense of “danger”

All in all, I think WoW has improved a lot from the early days, you can log on, play for a bit and log off without feeling “behind”, you don’t have to sit in main cities going “LF 2 dps Deadmines!” and then wait 45 minutes for everyone to get there

But you can still push and min max yourself to get to extreme levels of skill, the rotations and gameplay, some people are able to do M+ keys at a very high level through coordination etc.
The biggest coordination I can think of from Classic was the dungeon where the hunter had to drag one of the mobs away so the group could kill rest xD

2 Likes

Horrible idea horrible

Had a hard time understanding all this, post was far too long.

You can take making levelling harder and more competitive, mixing PvP with PvE, and just throw it in the bin. You have hard content at end game, the QoL with not fighting for resources is brilliant and nobody should be forced to PvP or PvE if they don’t want to.

Deleting quests? No. WoW isn’t great for new players unless they just want to spam end game content, so yes I agree with you on that and having a special key lore point questline or something there.

Every feature that is not liked by one player, is another player’s reason why they still have not quit the game.

Do you remove scaling from the game and everything has a fixed level? Players will complain that they outlevel areas too fast, so that continuing to quest in an area feels punishing because they no longer gain exp points. And if they move areas, they have leftover quests from the previous one and they didn’t see its conclusion.

Do you then make levelling slower? Altoholics, returnees after a long vacation and people who want to play with their max level friends will skip the game altogether because they do not want to spend all their time levelling and not enjoying end-game.

Do you design dungeons to not accommodate the always-on-the-move hyperpull meta? Lots of players will quit overnight because we live in a time where one must always do something. I mean look at all the complains about the existence of a GCD and how it makes the game feel “slow” and for “dinosaurs”!

Do you write lore that is controversial and has high stakes? You then receive death threats from your playerbase. Do you guys not remember the amount of complaints about zones changing during the Cataclysm in a way that favoured one faction more than the other? Or more recently the burning of Teldrassil and the blight on Undercity?

Do you try to unify PvE and PvP more? Then you have players that like PvE exclusively or PvP exclusively complain that the players who engage in both have an unfair advantage in gearing. We already have this with M+ players complaining about raiders having unfair advantage in M+.

Do you change Talent trees to be more simple/complex? Then the players who like their current complexity/simplicity get disgruntled.

2 Likes

You lost me here.
I do not want a main Alliance vs Horde storyline ever again. There can be tension between the factions, but that’s it. It should no longer be the focus of WoW’s story imo.

Which is exactly what they’re doing with the Worldsoul Saga. :slight_smile:

No, it should not. I strongly disagree with your take.

I hate every single thing in those sentences. No, I don’t want to compete for resources and I DEFINITELY don’t want to be forced to team up to be able to do content while leveling up.

Nope. I’d rather be friends.

This. Would. Kill. The. Game.
PvP is niche. Most players are not here for PvP. Forcing it on players does not work.
I cannot stress enough what a bad idea this would be.

That will happen anyway; there will ALWAYS be ‘one best build’. And a lot of people WILL copy that. Most players follow the herd unfortunately.

We disagree again. Old stuff shouldn’t stay exclusive, because that’s all it is: Old stuff.
Share it so everyone can enjoy it. Hoarding old toys like a greedy jealous child isn’t fun for anyone except the greedy jealous child. It’s way past time to stop rewarding such behaviour.

6 Likes

This. I truly do not understand, why people feel so strong over cosmetics that weren’t particularly hard to obtain, but was a “Right place, right time” kind of thing…

People make it sound like they overcame the biggest of challenges when they speak of Invincible when the topic comes to “Should it be purchasable”… It really just comes down to you spending 30 minutes one shotting your way through a raid and hoping RNG gives you the mount

2 Likes

Just remove leveling all together shuffle in people together let them earn the talent points by doing story then let them gain unlimited experiance lvls but make it like league of legends remove the lvl cap make us lvl up playing the game as accounts instead of class.

make us start at max lvl on any charr we play but let us in in end content that way we only have to play the opening story on one toon. Remove lvling.

As usual, ChatGPT has almost no comprehension of the problem and just spits out words that, language-wise, solve the issue, but actually have no practical ideas.

Gotta love it. :smiley:

OP, just wanna say: Really great post! And I think a lot of what you say is absolutely right.

WoW builds upon 4 core pillars:

  1. Great combat
  2. Community
  3. World
  4. New content

These 4 pillars should not just stand on their own terms, they should support one another.

For example, WoW is at its best when you want to do some combat and that leads you into the community which then leads you to explore the world and its new content.

Or when you discover a new quest and then go to complete it but others are there and you group up and now you’re talking together and are able to take on the camps and that elite.

Level scaling fails us by:

  1. It effectively scales your character down as a reward for getting stronger. If you ignore their feeble attempt at “all numbers go up” by just dividing them both with an equal number such that the enemies remain the same, you will see your own stats go down. This is not good combat.
  2. The fact that everything scales to you means it can have one and only one actual difficulty, which means it must be easy enough for anyone to do at any point, which means you don’t need to call upon the community
  3. The world is your canvas to level up. With levelling up made to feel bad, doing the main gameplay loop starts to feel bad.
  4. Blizzard is very fond of boosting you to the end level because all the levels become overwhelming, but they charge for this and if you use it you might get a character you cannot comprehend how to play precisely because you didn’t play the tutorial. Further, all this skipping results in dead content, and if you go back to play the combat there later, you will find it has been deliberately made irrelevant by suddenly not scaling. Suddenly an expansion represents a reduction in available content.

Elden Ring has an interesting solution to the levelling up problem. They ran into it with Shadow of the Erdtree, and their solution was essentially to just make a secondary levelling system for that expansion in the form of an item that only counts there. This is a perfectly reasonable solution and I think ideal for WoW. 40 levels + 30 per expansion. Whenever you’re not in that expansion, you don’t have those levels. Levels extend well into end-game, sort of like Artifact Power, but they don’t do anything in dungeons, raids, or instanced PvP; they are there for the open world levelling progression experience only.

Vanilla has an interesting solution here. There are these skills, they usually follow or closely follow your level, and they determine your chance to hit with crowd control and damage, and also how effective those are.

They do so by a percentage, which incidentally means you get exponential scaling disguised as linearly scaling numbers.

For some reason a similar system was never made for end-game, thus item levels force Blizzard to actually make exponentially scaling numbers which, as we all know, gets out of hand real fast.

I think old content should just remain relevant. It shouldn’t give the absolute best gear - capped at around Normal mode or something, giving the casuals some variety and the hardcores the safety to know they don’t constantly have to go back and farm the same things over and over for BiS.

There is no reason a pig on X continent is millions of times stronger than a pig on Y continent. Flatten it, and remove the scaling along the way.

This wouldn’t be a problem if they kill scaling.

Which they should. Pronto.

Want an easy run? Sign up for a green dungeon. Want a hard run? Sign up for an orange dungeon.

New players shouldn’t worry about getting BiS gear before they even make it through the low levels. That’s on them; and the fact that gear is the only source of power because gaining a level makes you weaker. You fix that, you fix the importance of gear. You fix the importance of gear, you reduce the need to think too hard about this.

It’s so overbearing. Sometimes I wish I could just get rid of it. Forge my own path without having to pay attention to what Blizzard thinks I should do.

I know they’re just meant to be a fun bonus addition, and really for the most part they are, but I honestly couldn’t care less about them.

1 Like

To save WoW… you need more PvP content.
A new PvP BG every 6 month or 1 per expansion atleast.

Disagree. If you want an RP version of wow thats fine. I just want to level and get to play the actual game.

Been there done that, dont want to do it again.

This would be a great way to kill wow. Forced pvp. The only people left in the game would be PVP players. People who dont PVP dont like PVP and would stop playing if it was mandatory.

This is just a level squish, They do that every couple of expansions and it always feels crap. It would be worse if they did it EVERY TIME.

Do you know why wow feels different this time for you? its because you grew up and got older.
Take off your nostalgia glasses…

2 Likes

It would be much worse if they never did it. :sweat_smile:

The TLDR of what you are asking for :

You want vanilla wow as you experienced in 2004 back. And all the problems/solutions you propose would essentially try to turn Retail to Vanilla wow.

2004 is gone. Its just but a memory. And it will never come back.

And in case you want to experience again fragments of what used to be, then play it again in classic servers. Enjoy those.

But please leave Retail as it is. There is a reason why “leveling is easy” and you can “turn warmode off”… :slight_smile:

2 Likes

I do agree that the Faction war seems rather silly now, pointless even.
Why are we fighting now? What are our war aims? Are we trying to wipe out the Orcs for being Orcs? Do we want to kick them off Azeroth and back to their somewhat destroyed home world?

Fighting for the sake of fighting makes no sense.

Saying that, I do see that there could be flare ups and skirmishes between the Factions over some specific issues.
The recent retaking of Gilneas City could have been a good opportunity for such. Could have had some Faction tension and even some squabbles. A good idea for a new Battleground (ignored by Bliz).

So I don’t want the Faction war to be all-out total war for a while but I would like some skirmishes where the lore makes sense.

2 Likes

Because WOW has become a game for toddlers.

3 Likes