Mobs should be harder in open world content šŸ™Œ

I just wanna start out by saying, that I am in NO way a Classic player hehe… :slight_smile:

That being said, from my 10ish hours of trying out Classic, it does have some things that are extremely appealing, like mobs ACTUALLY being challenging. :point_left:

Personal opinion here…

But I think that a BIG part of why some people quickly get bored with WoW, is because it has become a big ā€œAFK Arena mobile gameā€ type game… :confused:

Instead of being engaged with the game, you just… AFK with Netflix on the side… :sleeping: Because why wouldn’t you? Mobs are WAAAAAY easy to kill, and are just a glorified ā€œtime waste mechanicā€, to make it seem like there is stuff to do…

And because mobs are just about as easy to kill as a fresh lvl 70, as when having good gear, gear progression feels pointless… :confused: Unless you are pushing harder content, like raids, M+, or PvP… Which are content types that ACTUALLY keeps people engaged, because they are challenging. :+1:

And open world content, is in my opinion missing a BIG OBVIOUS change, to make it actually fun from a gameplay aspect, which is harder mobs. :man_shrugging: Which would ACTUALLY make gearing feel impactful there too.

By ā€œharderā€, I mean mobs that might kill you, if you pull 3+ mobs, and which have actual ā€œimpactful attacksā€, which needs to be dealt with in different ways. Like moving out of the way, of interrupting a specific spell they cast. :ok_hand:

I haven’t played WoW since Classic… But at what point, did the game turn into this… ā€œeasy mode mobile styleā€ game?

Clearly from the amount of happy Classic players we got when Classic got relaunched, harder mobs has BIG value to making the game more fun, and rewarding. :man_shrugging:

Of course I know WHY mobs are mind-numbingly easy… It’s to ā€œmake WoW more appealing to EVERYONEā€ā€¦ Even a audiance who doesn’t like ā€œMMO style gameplayā€ā€¦ But I just SOOOOOOO wanna see a Retail WoW, where open world gameplay isn’t just ā€œfor the sake of storyā€ā€¦ Which… let’s be hoinest… isn’t WoWs strength. :sweat_smile: In fact, I’d argue that stronger mobs, makes quests feel more impactful, since you have to overcome them. :+1:

I don’t know… I’m aware that there are many who enjoy ā€œturning off their brain when playing WoWā€ā€¦ But I honestly feel that a game should provide ā€œfunā€, and not just exist for the sake of ā€œwasting timeā€. :confused:

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Challenging =/= tedious.

And slowing down the rate you can kill them would make this problem worse, not better.

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Proven wrong by the fact that it is a BIG argument, for why Classic is so enjoyable to many players. :slight_smile:

Which is why some people will most likely comment on my post, what you just said. Which is okay, I get there are people who enjoy just ā€œAFKingā€, and see WoW as a comfort game.

But I personally think a game should prioritize fun over convenience. :slight_smile:

So enjoyable, 90% of them spending their time on the retail forum complaing Retail is soooo bad…
Yeah…
No

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I mean if they want tedious mobs then more power to them. I don’t, because it wastes my time.

Which in no point I did imply, leveling in old expansions is old and antiquated, a stepping stone to current content, its not a main part of the game unlike classic, trying to make it so is dumb.

If they make retail like classic I would probably quit.

It’s boring and tedious to need to drink mana after each 1 or 2 mobs…

But I’m ok with increase spells, that can be interrupted, damage by like 5 times. Gota make the new players learn the interrupt before join m+ by showing the simple: ā€œNo interrupt=Deathā€

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I think that should be an optional game mode like the Warmode we have.

Instead of turning on PvP, it makes Mobs harder and you get +15-20% Gold and XP while in that mode.

Sounds fair to me.

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They could increase the difficulty of open world mobs for sure although they’d need to reduce the mob density.
Currently the only way they seem to increase the difficulty is must having mobs everywhere and ramp this up in some areas (Brackenhide Hollow for example).

But rather than being difficult, high mob density is usually just frustrating.
We should have fewer mobs but tougher fights.

You could still have areas with higher mob density, such as enemy camps that you need to infiltrate to rescue someone or a cave with a treasure chest at the end but you have to fight your way there.
Currently there are just mobs everywhere, so you don’t get this dangerous feeling when infiltrating a camp as it’s just as populated as the landscape outside the camp.

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A very good suggestion to how this could appeal to everyone. :+1: As previous commenters clearly vocalize, some people HATE the idea of ā€œharder mobsā€.

So making it a toggle feature, would be amazing. :slight_smile:

I had the same thought, since Retail is currently build up around ā€œmobs being easyā€, with ā€œquantity > qualityā€ mobs.

So the balancing of mob counts would need to be addressed.

I have been suggesting World Tiers like in Diablo 3/4 before. Personally, I would prefer World Tiers over a simple ā€œflip onā€ mode similar like the Warmode we have.

Because World Tiers allow for more freedom in balancing. One person might prefer only a 20% difficulty increase, while an other might prefer a 100% increase.

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No. Open world is fine as it is. If anyone wants a challenge to go do M+ & raiding

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