Hello,
This thread will be dedicated to why does recently retail leveling and gearing is so unsatisfying and easy, also how this affects the game.
WoW is 15 years old now and it has come long way from what is was when it got released. Even though raids have become much more complex and innovative each expansion, there have been part of community that have left the game in recent expansions because game does not feel engaging and fun anymore. One of them being leveling and gearing up and overall end game content. Many “old schopl” players saying that champion is awarded gear on every step of the way, which serves as upgrade and soon enough gearing comes as a part of process and items lose its impirtance and attachment of acquiring. Well this is partly true.
As Classic got released I realised that frequency of gear optaining isnt lower, but surprisingly fast phased! Gear drops from regular mobs, etc. But the trick in Classic was nit the gear but the stats. Each gear would have possibility of having any random stat - agi, spirit, str spirit, etc. Point is that all the stats had some value to character and they were always exposed to get a gear that would not do too mich for them. So player had to look for that perfect item with best stats for the character’s build. Also dungeons and quests would never guarantee your class items, making it even harder to get proper items. Because of this random distribution players often stick with items with best stats rsther then higher level items with horrible stats.
Problem that retail developed is that, over time all this chaotic and randomising aspects of gearing has been chipped away.
First gear and main stats have become class spefic. Then all the gear had guaranteed Stamina stat on it, which to be honest is just lazy. Mop took away hit and expertise. Later on Spirit was sacked as well. Quests now only give rewards to your class and spec which is an obvious upgrade.
Bottomline is that the problem does not lie only in frequency of gear reward, but how catered the gear, the player gets, has become. Polished and extremely easy to understand. Before from 15+ stats player had to choose from randomised gear what was best. Only few and higher tier gear had specific stats and thats what made them so desirable. Today new player has to choose from 4 different stats and prioritise them.
So how this change affects game? The aspect of planning and slow gearing made it harder to progress. As for now leveling dont feel chalenging as you will always grt gear which is better for your character, making it easier to reach the next milestone and rinse and repeat. While the player progresses faster then lights speed the content is been consumed at same rate and demand for more is issued. Putting Blizzard in state to produce more and more faster and with “good quality”. But quality demands some time and thinking, planning etc.
So in the end of this rent I just want to say that having a bit chaotic system which tends to be annoying sometimes isnt that bad. There are some things blizz could pick up from old wow and try to impliment it in retail. I think there is no need to cater game towards simple and easy things.
Thanks for your time. /Bow
Vanish