Leveling is dead now

Having stuff explained by a patient veteran player is helpful and nice.

However, being rushed through content without having a clue what is going on, or time to read the quests or figure it out isn’t.

Veterans love Classic because they know every… single… quest… and exactly where to get them off by heart. It is a comfort zone.

They know every… single… item… to target and spam in dungeons to min max their performance and make it quicker and easier to stay alive and kill stuff.

I am fed up of hearing complaints everything is too easy, due to knowledge and gear, while ignoring the needs of new players getting to grips with the basics and starting their journey into the game.

There’s lots of challenging content for expert players, and now hardcore mode in Classic is designed for min maxing veterans.

In order for players to communicate, they need to slow down a bit, take a breath. Hard to type chat while busy fighting mobs or dead.

Be nicer people, so players are more inclined to talk, toxicity puts most ppl off.

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scaling and crz ruined levelling. all realms are dead. i play on draenor as alliance on purpose to see many hordies. yet i dont see any at all.

The fundamental problem comes from denying the existence of leveling progression system. I am not against wow leveling easy mode, but make it so you can have a harder mode, where gaining gear matters, and content finishing changes the environment kind of stuff.

To share the feeling looks like this:

Imagine you are in the game, and everything near the road is an easy kill, as you get into the wood it gets a bit more challenging, and drops from the area are consumables that improves you temporarily to face challenges inside the conflicted area. Other people are at the area you are in, and the mobs are becoming a bit harder to kill, you get easy group-up pop-ups just by near some players around you, and you can join/leave whenever you want.
The gear you get is designated to the area you are in (stat-wise), but all gear has basic stats for any next area you go on finishing.

This is just a feels, but it is unfinished, as I am not a game creator.
People forget what finishing a part of a game feels like or doing it.

ps. This would be a game mode, not the leveling experience, also what is the point of the leveling experience in-game at the moment?

It teaches you to use your character (this is very important),
helps new players get used to the game (very important),
and helps you learn about the lore (they could do better), why not make it a click-and-point adventure game for lore after lvl 70, and .die everything without global cooldowns?

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Honestly it’s amazing what we retain. I remember friends trying Alliance a few years back and they were like what the heck am I meant to do in this quest. So I just asked what quest you trying to do. Instantly recognised it and told them how to complete it.

They were all like how on earth do you know this. It’s because I’ve done them all many times before and they are all just stuck in my knowledge base somewhere. Several of my friends have the friend note ‘literally wowhead’ for me.

They take great pleasure in finding something I don’t know without having to do a quick google.

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aka punypedia

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A version of this is already implemented.

Low ilevel trinkets have big damage effects at that level with animal/procs to help with a fight.

Obsidian Citadel area with all those elites have items to proc temporary guardians and other effects.

It is no use for rares, and the underground area is still a challenge in low gear or levelling. I still hate that area unless on a tank.

There are now boosting spheres in the rift areas, which is a nice bonus.

I would love it if while in the rifts and raid boss area, buffing yourself buffs everyone. It is a shame you cannot put down feasts or healthstones and mage tables, but some have to spoil it so we have ground clutter protection.

I like it when you have to do other things rather than just killing a mob. Suffusion Camps do that. I like those camps when others are around as the gear is useful for levelling alts to grow into, and I can try to help others while running around.

The shadowflame gets a bit much sometimes though. I like the Tuskaar area being a place to pause and recover, plus useful rep quests make it diverse.

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How does your mind make you type this weird non-sense response after I wrote:

I think only 1 person here is coping, and it ain’t me. Seems like you are very emotional about this

What current world content is lacking is general weakness, any people with any gear can enter, therefore, they may stay for a single achievement, rushing it down as fast and hard as possible, like why did that rare even spawn, it should be dead as it appeared.

Rather instanced content and world content should be a separate game, somehow this is my conclusion.

The game came out where the world and the instanced content were harsh. Later on, they made the world easier so the instanced version can be easily accessible, leaving the world a bit more empty.

Instanced versions became easier, so they made even more harsh content from it.
Now we have people who leave as the world and some instanced content became easy (as they are somewhat boring), and some people leave because it was hard to reach harder instanced content.

Then they made the world and lower level instanced content as short and easy as possible, so people can do harder instanced content while throwing in some hard world content, which not many people play as those left when the world became boring.

The smaller number of people (the population shrank) who play instanced content is dissatisfied with the smaller population, as most of them are the rush people who just want to end the game soon as possible, so they may become toxic, because teammates may not be on par with them. Therefore some people reach only lower difficulties, may or not get into a guild, which depopulates fast as they get the new ilvl gear, do some quests, watch some lore videos, game empty.

As for classic, they just run out of content, but enjoy the world.

I am quite interested in what will WoW’s world turn into in the future.
(you may not guess it, but I enjoy Runecaspes 3 Ironman mode because it has a similar feeling to it)

Maybe this was what actually powered legion gameplay… hmmm

Yes, leveling should be challenging and slow. They should not have nerfed exp required. At this time average player should spend 1-2 years to level to the cap.

It’s not about reaching the endgame, there is no real reason to level anymore. Except for its own game mode, which can be fun in itself, maybe not everyone can get into it, but it could create a game base community. (as WoW and any MMO based upon)

I think Blizzard are handling this in a different way instead of general weakness.

Players in the same area or quest are being phased in and out. Phased out a bit too quickly imo, so no time to say thanks or buff even.
(Why can’t we buff the ex-opposite faction on the Dragon Isles btw ?)

I also suspect (in current content at least) a number of mechanics operate to slow down kills, push backs from Fyrakks hench dragon being one of them. There are dazes and such from other mobs.

I have no problem with slow down mechanics, as long as it is reasonably doable solo, without high movement/intensity and doesn’t pull a load of extra adds. So if no-one is around who wants to help, the job still gets done.

If instance players prefer that content, prolonging levelling will simply force them to stay longer in content they dislike. Which will not improve their game experience or mood towards others.

A more positive solution would be many more new players and a FREE increase in character slots for those who love slowly levelling alts via open world.

you mean time consuming. its fun once

It does not.

All it promotes its cliques.

You need to prove yourself to guilds to get into hc guilds for instance and if you just wanna play HC and then do content like dungeans or raiding to ‘spice’ it up…

yeah, very good concept, cause all it takes is one griever.

And dont chu think when ‘official HC’ comes out, blizzard will ‘appeal’ you because they wont, cause all you’re gonna have is crybabys crying about grievers like you have now.

Its a poor gimmick, its bad, it doesnt make it feel like an ‘mmo’.

The only thing that fixes ‘the feel for an mmo’ is the removal of phasing.

False, you can only 2 shot mobs at level 1-10 if you have full heirlooms.

Oh yes so fun casting 2 fillers and being OOM… God Bless Classic WoW

If you don’t want mobs dying fast but you also don’t want to play Classic, then unequip items lol

Leveling has always been a chore, the only time you actually enjoy it is the first time you do it, and you’ll never get that back, so get over it.

I don’t actually. Diablo has had hardcore for 28 years and they haven’t revived a dead character yet.

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And diablo is an MMO?

Good talk.

No, and that doesn’t matter jack.

There have been millions of cases of someone logging into someone else’s server because they accidentally made it public and griefing the everliving daylights out of them, especially in Diablo 2.

They still didn’t recover characters.

Yes it does very much so because this goes etxactly against the spirit of MMO’s and communities forming where as diablo is a singleplayer game with coop potential but thats it.

And no, They didnt recover characters, but diablo wasnt a live service game and you could simply cheat.

Ok, level up to 70 with no gear then. Recently I realy struggled leveling a character from 60 to 70 that didn’t have gear from prepatch. I was unable to fight with more than one mob at the time. It took quite long to kill a mob because crappy gear meant I did little damage.

The “spirit of MMO’s” is nothing more or less than a giant pool of players interacting in a single, usually large, world space. It is a unique way of using multiplayer gaming to create communities.

What Classic hardcore is doing right this moment is much, much, MUCH more like an MMO than retail has been for 17 years.

Of course, WoW is an MMORPG, so in addition to being an MMO like discussed, it should also encourage you to make a character you can uniquely identify with and play its role. Retail does this just as fine as Classic, though none of them hold a candle to the recently released Baldur’s Gate 3 or even Skyrim - but you can channel your character to other people due it being an MMO, and that really is the secret sauce that makes this genre special.

The connection between you and your character and the social connection of the character to other characters makes its loss absolutely devastating though - far more so than in virtually any other game. Which is why Blizzard avoided it. But it’s not against the sepirit of MMO’s.

Whether your character dies permanently really plays no part in what defines an MMO. It just happens in this case to cause players to behave in ways at low level that make them more likely to work together and fills the world to the brim with players since levelling is the main open world activity in WoW.

Diablo 3 and 4 are both live service games and Diablo 4 is even borderline an MMO - though an exceptionally poor one at that as it doesn’t really feel like it’s trying to actually be one at the end of the day.