Phase 4 - how to fix SoD

  • Include a 20-man raid with a 7-day lockout. This raid should give most bises.
    
  • Include at least one 10-man raid with a 3-day lockout. This raid should give bises from two last boses mainly.
    
  • Add PvP arenas, at least 2s only
    
  • Add Eye of the Storm battleground with Blasted Lands or Plaguelands textures
    
  • Remove all incursions from Phase 3
    
  • Bring back old Azeroth zones for leveling from 1-55, and introduce a special zone for levels 55-60 similar to incursions. This zone should include a dungeon-like environment (finally without pvp) with several daily quests rather than repetitive boring sht. Some quests should be soloable, while others require a group. Remember, these should be daily, not repeatable, so experience rewards should be substantial. For instance, players should be able to level from 55 to 60 in 6-7 days by completing all quests daily with a full 5-member group. Of course you still can farm other things and get 50-60 in 1 day if you are pro. You can create it by adding HC mode (55+) to low level dungeons or just add some new special dailes to high level dungeons like Scholomance, Dire Maul etc instead of adding new zones.
    
  • Ensure that BiS items are not 0.01% random drop from a warlock portal or dungeon boss. Instead, if you introduce unique currencies like wild offers or yellow fragments, include a vendor who sells epic weapons, trinkets, and other class-specific items for these currencies. E.g. even 100 yellow fragments for Modas Karkun (warlock tank bis) would be nice in phase 3. Just respect our time and lives
    

The current phase introduced some interesting concepts, but the implementation was flawed. Please address these issues for a better experience.

2 Likes

Good ideas, but removing all incursions from p2 would not change anything at all… because incursions were added in p3 :sweat_smile:

I don’t like the idea of adding a new incursion like event for 55+ with personal zoning. It was called a “szenario” in retail wow and i hated it.

Maybe it should be an open world thing but with the option to deactivate pvp tag even on pvp realms?

removing incursions is something that has to happen.
its too bad its already beyond too late to prevent any damage they could have done.
they’ve been allowed to ravage the game economy in full for a month straight and i’m getting increasingly depressed about it.

they should expand on wild offerings for sure though.
that’s a great system which incentivizes people who are done with dungeon content to come back, thus making it easier to form groups. overall a win.

1 Like

Yes but to prevent people from solo farming maraudon at lvl 60, there should be much better reward ratio for the coming dungeons.

Or better would be they add a new currency “even wilder offerings” and some new lvl 60 items to the same vendor.

Every dungeon boss should drop 1 even wilder offering and the final dungeon boss 2 to prevent people from making skip speed runs. There should be reward for clearing a dungeon and not make it feel a waste of time.

Ofc the cost of the new items must be 50-100 then to make up for the “flood” of offerings

for sure. i wasn’t happy about the fact that when i leveled my priest, trying to find an actual standard mara quest run kinda became a bit of a problem, because everyone was just doing princess/WO runs.

i ended up getting the “kill the princess” quest a bit late (after completing my actual quest run) so i was looking for a normal 5 man princess run to get it done, but all i could find was 10 man raids LOL.
took a few attempts to find a group and “giving up” (to try later) before it happened.

I tend to agree with most of it.

To fix SoD, we need, in my opinion, to get back to the “Discovery” part of the name. So, at the risk of repeating some suggestions, I would recommend the following:

All raids should be 10-man compatible, maybe 10/20 but with little to no gear difference (other than the number of items).

Incursions have to go away. I have yet to see how the “Discovery” part of this season can even remotely align with non-stop grinding the same content for hours on end.

I understand the need for a catch-up mechanic for both gear and leveling. In terms of leveling, this could be fixed by adding XP bonus buffs (much in line with what was already done) and also by introducing a range of daily quests for dungeons (or simply by making mobs give more XP) to ensure that those who have completed a lot of quests have a place to catch up until they can access the higher-level quests.

In terms of gear, you could buff the gear in the dungeons, but also expand the Wild Offering mechanic (or other currencies) to ensure a more consistent access to catch-up gear, so people are not forced to grind too much for the last pre-raid bit, allowing them to participate in raids.

Adding an LFG tool, like what was in the first phase of WOTLK Classic, would make it easy to find groups and would also make leveling easier.

Additionally, you could introduce mechanics similar to the one in Silithus (where you got 3 items and summoned a mob) to more zones or maybe create it as a world-wide event. This would eliminate the massive XP/Gold gain we saw from incursions, but still give an alternative way to gear, while getting some decent XP.

A last suggestion would be to expand on the mechanics that give us Tier 0 and 0.5 gear sets (dungeon sets 1 and 2) to allow us to work on improving gear from raids between the raids. This would give the option to add a range of new activities to do between raids

Do they plan on releasing all the dungeons and raids that are left from 50-60?

Or are they only picking a couple raids /dungeons and changing them for sod?

With how small the team is and how many issues they are currently working on I’m skeptical about how much content is left to release

They might just add another incursion and 2 raids at 60 and call it a day no other content

Dungeons will be dead/useless no items/gold or xp compared to new incursion then just raid log for the 2 new raids