Synopsis
A proposal, to remove the summoning functionality of meeting stones in World of Warcraft (Retail), and replacing the functionality with other quality of life (QoL) improvements.
Note: This proposal is very subjective and based on my personal experience over 16 years with WoW.
So a constructive discussion is very welcome.
Abbreviations / Aliases
WoW - World of Warcraft
Blizz - Blizzard Entertainment (Company)Vanilla - (The first published version of World of Warcraft)
TBC or BC - The Burning Crusade (Expansion #1)
WotLK - Wrath of the Lich King (Expansion #2)
Cata - Cataclysm (Expansion #3)
MoP - Mists of Pandaria (Expansion #4)
WoD - Warlords of Draenor (Expansion #5)
Legion - Legion (Expansion #6)
BfA - Battle for Azeroth (Expansion #7)
SL - Shadowlands (Expansion #8)
DF - Dragonflight (Expansion #9)cd/CD - Cooldown
hs/HS - Heart Stone or Health Stone (depends on context)
fp/FP - Flight Point
LFG - Looking For Group
AH - Auction House
Randoms - Players that are stranger to you, or you never played with
spec - Class Specialisation
cr - Combat Resurrectionirl/IRL - In Real Life
afk/AFK - Away From Keyboard
QoL - Quality of Life (A feature that improves the gameplay)
OP - Original Post (Author of a post)
WoW Timelineâ˝Âšâž
About me
I began playing WoW in 2007, when TBC released, since then I always enjoyed to run dungeons.
That enthusiasm stepped up in 2012, as Blizzard introduced âChallenge Modesâ in MoP and improved the system to todays âMythic+ Dungeonsâ.
I canât estimate how many cumulative hours and key/mouse strokes I spend, to get to dungeons, or summoning my team mates (or being summoned). But I know, it must be a very big number after 16 years!
Topics
- The Issue
- Current state
- History
- Mentality
- Pre-Cata vs Today
- Flight Points
- Location of main gathering points (in past and current expansions)
- Flight Speed in DF and post-DF
- Portals
- Summary
- A Possible Solution
- Solution
- Meeting Stones: New Functionality
- Warlock: Ritual of Summoning â âRitual of Servingâ or âRitual of Hellâ
- Benefits
- Downsides
The Issue
Current State
There are session, where you waiting a relative long time, till the group getâs into the dungeon. If one or two players are busy with something or just idling around, itâs not much of a problem. But if only one player made it to the meeting stone, well ⌠.
Right now, we got a mix of five common scenarios:
- the majority of the group is on their way to the dungeon, the other part is busy with idling, ingame- or irl chores
- two guys are on their way to the dungeon, but are in different phases (warmode). The other part just afkâing around somewhere
- one guy is at the meeting stone, while the rest is somewhere else. And all of them having CD on hs
- No one is on their way. Theyâre all idling at the same place
- No one moves, because they expect, the Warlock can summon them all (just kidding)
Scenario 2-4 is kinda frustrating, because you really feel the lazyness of the group. Although their distance to the dungeon is only 2-5 minutes.
Or you got players querying instantly âsumâ or â123â to the group, before even greeting.
But letâs jump in, into more background information, about the history of meeting stones, player mentality, flight paths and more.
History
Imagine me on a rocking chair, with a grey beard and a smoking pipe
Back in Vanilla, the paths to the dungeons/raids where very far. Getting to a dungeon/raid took somewhat between 10 and 20+ minutes (depends if you had a mount).
Because: You couldnât summon people to dungeons in 2004! The ability to summon players via meeting stones, was introduced in 2005â˝Â˛âž.
Walking a long way to a dungeon contributed a lot to the immersion, but at some point it getâs boring. And maybe frustrating, because you made the long way for no loot, whiping or canceling the run.
So summoning players was very convenient and saved a lot of time. In Cata, Blizz implemented MASS SUMMONING! â Spell: Have Group, Will Travel
But unfortunately, it was removed pre-MOP. Press F
Summarized, summoning stones made sense in a time span, where traveling fast was a more prestige feature. But summoning changed a lot, which brings me to the players mentality.
Mentality
Itâs kinda difficult to talk about players mentality, because itâs very subjective. So Iâm trying to point out some observations about the mentality I experienced, in realtion to the history of the summoning stones.
Take this with a grain of salt.
Because of the time investment everybody had to make, to get to the dungeon, the act of summoning was highly valuable. Players made it together to the dungeon, rather letting two people âdo the workâ.
Most players still value your time for summoning and are thankful, but it is more casual now.
To illustrate this further: Imagine someone went (irl) through the whole process of crafting a necklace for you. This has a much higher value, than pulling it from a vendor machine for 4,-âŹ.
To quote WoW-Wikiâ˝Â˛âž:
âStone etiquetteâ also generally assumes the two party members who can arrive fastest (by proximity or mount) should summon others barring obstacles.
It is bad manners to keep the entire party waiting because no one is willing to interrupt their play and head over.
Pre-Cata vs Today
Flight Points
FPâs where less scattered through pre-Cata Azeroth than now.
Both continents received a drastic design change after Cata. You can see, that the same regions got way more fpâs over time.
This is a comparison between the available Alliance fpâs. Classic vs now (DF)
Imagesâ˝Âłâžâ˝â´âž Edited by OP
The increase of fpâs and optimization of flight routes, enabled a faster travel time to the dungeons/raids.
Location of main gathering points
In Vanilla WoW, Stormwind and Orgrimmar where the more populated areas (I assume!). Both cities are located more to the far left and right part of the continent. Which isnât optimal regarding travel time.
The newer main gathering points where somewhat more central. For example:
- Shattrath (TBC)
- Dalaran (WotLK)
- Horde/Alliance Shrines (MoP)
- Dalaran (Legion)
- Oribos (SL)
- Valdrakken (DF)
Imagesâ˝Âłâž Edited by OP
Since the cities are in a more central location, it results in shorter travel times from a city to a dungeon/raid.
Flight Speed in DF and post-DF
Going back to another history lesson, so imagine me again with a grey beard, rocker chair and a smoking pipe!
Back in Vanilla, players had to walk till level 40 - except druids, they got a travel form with level 30.
And even if a player hit level 40, it wasnât guaranteed to get a mount, because it was very expensive. You had to pay for a mount and riding skill! So walking was the only option till a player got enough gold.
Additionally, there where different upgrades regarding the speed of your mount! There was a 60% and 100% variant, you can imagine how expensive and prestige a 100% mount was!
But the mount speed and price changed over the history of WoW. It became more accessible and they bumped up the speed of flying mounts. Plus, you can use a mount at level 20 now.
Hereâs an overview of the speed change over time:
G = Ground Speed / F = Flying Speed
- Vanilla - G: 40% / 100%, F: none
- TBC - G: 60% / 100%, F: 60% / 280% / 310% â˝âľâž
- DF - G: 60% / 100%, F: 150% / 310% / 660% / 830% â˝âśâžâ˝âˇâž
Now (DF), we got flight speeds up to 830% (in DF zones) and 660% (in non DF zones)!
Portals
Mages aside, the amount of accessible portals increased. In Shattrath (TBC), there where portals to the capital cities and some key zones. With every expansion, Blizzard added even more portals.
At some point, there are now portal rooms in Stormwind & Orgrimmar. And even more portals in both cities.
The cherry on top: Since Patch 10.2 (DF), thereâs another portal roomâ˝â¸âž in Valdrakken, that provides access to dungeons, from the current season.
Edit: as mentioned in the replies, there are even more portals. If a player succeeds a +20 Mythic+ Key , heâs granted a portal spell, that ports him straight in front of the dungeon. I dinât mentioned it initially, because it isnât accessible to all players.
Summary
To summarize it, we got today:
- Way more flight points with a higher density
- capital cities are located more central on the continent (mostly)
- Mount riding is affordable
- Mount speeds increased drastically
- Higher amount of portals to different key locations and dungeons
A Possible Solution
Solution
As spoiled at the beginning, I would suggest to remove the functionality of summoning stones, on par with the Warlockâs Ritual of Summoning. And replacing their functionalities with other features.
Based on the facts - summarized above - summoning stones are obsolete. Most of the dungeons/raids are currently reachable within 1-5 minutes. For lower levels, the travel time could be about 5-10 minutes, but I bet, the majority uses the LFG tool.
Meeting Stones: New Functionality
Assuming the players adapt to the new paradigma, the dungeon entrance could be a new gathering spot.
This enables the possibility, to shift he summoning stones back to meeting stones. But with new features.
Features:
- Sells buff scrolls, for
n
$currency - The $currency drops from dungeons/raids
- access to repair, mail and a basic vendor
Info:
- Scrolls are only usable inside raids/dungeons
- Scrolls affecting only the single player, not the group
- Scrolls are unique to max
n
items - Only one type of scroll can be used in the dungeon/raid for
n
minutes
Available scrolls:
- Scroll of Adaptation: Players receive one missing group buff, based on their spec
- Scroll of Rebirth: If no player with cr is present, this scroll grants one charge of cr
- Scroll of Swiftness: Allows the player to mount up instantly, without cast time and grands a speed buff by
n
% current movement speed, forn
seconds
Warlock: Ritual of Summoning â âRitual of Servingâ or âRitual of Hellâ
Thats a difficult one, because Iâm playing Warlock from time to time and I know this is a unique feature. And sometimes the only reason why you get invited to raids, beside hsâ. Edit: Removed a judgemental sentence
Ritual of Serving
- Can be summoned by the Warlock himself, without any help of additional players
- Gives the Warlock and the group/raid access to:
- AH
- bank
- repair
- transmog
- vendor (for profession material)
Ritual of Hell
Creates a gate to hell. Players who enter the gate, are invisible for n
seconds or if they outrange the gate by n
yards.
While inside hell, waves of demons spawning and attacking all players (not tauntable).
Slaying all foes in n
seconds, summons the Gatekeeper (tauntable).
After the Gatekeepers death, all players getting visible and are granted a buff to their primary stat by n
%, cast/attack/movement speed by n
% and a shield for n
seconds by n
% of their max. health.
Infos:
- Players, who entered hell, can not use the gate again for
n
minutes. - cast/attack speed buff doesnât stack with effects like bloodlust
- Needs the Warlock and one player to summon
If used inside a raid:
- players doesnât get invisible
- enemys from hell are tauntable and favoring dps players
Benefits
- Lower âTime-To-Dungeon/Raidâ, because if everyone knows thereâs no summoning possible, they have to make their way
- QoL improvements inside raids/dungeons
Downsides
- Maybe more wait time in raids. Because the whole raid has to wait, till the new guy makes his way from the beginning of the raid â could be solved with additional waypoints inside the raid
- Temporary agitation, because a base feature gets removed
Sources
â˝Âšâž https://gamerant.com/world-of-warcraft-every-expansion-chronological-order/#mists-of-pandaria-2012
â˝Âłâž https://www.wowhead.com/guide/transportation#flightpaths-kalimdor
â˝âľâž https://legacy-wow.com/tbc-burning-crusade-classic-mount-cost-and-level-requirements/
â˝âśâž https://www.wowhead.com/skill=762/riding
â˝âˇâž https://gamerant.com/world-of-warcraft-dragonflight-dynamic-flying-speed-limit/
â˝â¸âž https://www.wowhead.com/news/new-mythic-portal-room-in-dragonflight-season-3-336128