The War Within, a returning player's perspective

Only loot and affixis rest is the same to be fair and if we go with timers its been in game since MoP so 7 expacs.

You cant blame that on M+ come on that is not a fair view at all.

Listen i dont want to argue with you again were u call me an idiot and the usual stuff but m+ is for all players not just vets.

I’m not blaming, I’m just saying that it (like everything else in WoW) hasn’t managed to compete successfully with other games on these gameplay modes.

If you’re a typical gamer and you want that dungeon crawler experience, are you going to pay for WoW and a monthly subscription, or are you going to grab Diablo IV, Path of Exile II, Last Epoch, or whatever?

I don’t think gamers feel drawn to WoW for these game modes that other games do both better and cheaper.

Which makes you question why WoW doesn’t do more of the kind of gameplay that only it can do, like huge epic raids and shared community efforts and events. The large spectacles that everyone gets to be a part of and that creates memories because “you were there”.

I don’t get that. Blizzard used to create these game experiences that you just had to be part of. You simply had to be there.
And now they just…don’t.

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To play devil’s advocate, getting 1 toxic teammate every 5 times you pug (so 1 in 20 people / 5%) is enough to make the average person not wanting to pug. So even if 95% of people are ok, that 5% ruins the general experience with the game.

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Incidentally, your critique cuts to the heart of what is being cultivated by many legacy institutions in general, not just in gaming. It reminds me of what has happened with universities and how the bulk of them are mimicking TikTok and the “edutainment” trend, instead of cultivating deeper and slower scholarship. Will universities soon be ranked based on their engagement metrics on TikTok and Instagram? Makes one wonder.

Or spiritual traditions trying to rebrand themselves as wellness products while losing the transformative rigor that made them powerful in the first place, e.g “three-minute meditation practice that will transform your day” or, lo and behold, mindfulness apps!!!

It is the erosion of soul in pursuit of trend. When experiences are designed primarily for dopamine hits and marketability (like you said:) “they don’t really have a lot of longevity to them.”

Another analogy from agriculture, monocultures (a thing in agriculture where only one crop or species is cultivated over a vast area of land) may boost short-term yield but destroys soil fertility over time! I feel like – no I am pretty sure that – Blizzard’s copy-paste trend-chasing inflates quarterly player numbers but depletes the soil that nourishes long-term loyalty and meaning.


By the way, you are the most eloquent and perspicacious poster on this forum. Always such a pleasure to read your takes.

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At the end of the day, it all boils down to the community. No matter the change, we will always align with maximum profit for ourselves.

The game probably just turned towards us naturally.

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you dont need to swipe a card to complete raiding or mythic plus .people are still doing the content and gearing up .if you are not that much of a good player then that is a skill issue and not a season problem .

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I love random anecdotes like these that tell nothing.

If the tank is dying could it possibly be the tanks fault? The old saying “You can’t heal stupid” probably applies here but as usual some mostly clueless hunter has to weigh in with “bUt ThE hEaLeR hAd MaNa!”

Wow is 20 years old. The correct question here is would the playerbase have shrunk more or less without M+. I get what you’re saying and agree but wow has room for many things.

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I disagree because you can actually care despite seeing horrible things. I don’t like Jaina at all, I hated so many things she’s done but empathy is one thing she has for sure. It’s a thing that’s been with her character since I first met her in Warcraft 3. These horrible actions she’s performed over the years are also out of empathy for her own people.

The enemies become noticeably stronger level after level, especially in dungeons and delves. The spike is so strong that in 2-3 levels enemies more than double their health. It’s just that you don’t notice it with gear because they fall over anyway.

No, you just start at mythic and +2 in keys.
Source: I returned 2 months into s2.

Majority of my delves and visions this patch are in a group. You just have to put in effort and all your post has proven is that you’re unwilling to do that.

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I disagree.

And I disagree because I disagree with the game direction.

Ion Hazzikostas has said this many times, so this is the fundamental design belief for WoW, and I’ll paraphrase it as best I can:

WoW has a wide audience of vastly different players, and WoW is a better and much richer game for catering to all these different types of players, as opposed to only catering to one type of player.

That’s Blizzard’s guiding principle for developing WoW.

And I disagree with it.

I think WoW would have been a much better game if it had focused on a specific audience and a specific gameplay fantasy.

I think a game like EvE Online ages much better than WoW does, because EvE Online stays true to its core design and its core audience. Eve Online today is EvE Online as it has been for many years. The development effort has simply gone into making EvE Online a better game experience - not a different game experience.

That’s in contrast to WoW which isn’t aging in a very pretty manner.
WoW has drastically changed over the years in terms of the game experience it is. That is because Blizzard haven’t focused their efforts on the core MMORPG gameplay for MMORPG players, but instead branched out to cater to a wider audience with Seasons, Battle Royale, Roguelike, eSport, solo play, Housing, and what not.
That makes for an amalgamation of a game where everything is for no one, but something is for everyone.
There is no coherence in what WoW is. It is just random offerings reflective of random player interests. Like Dastardly Duos soon to come. It’s just something random thrown in to cater to the interests of another niche sub-audience of players.

I don’t think that kind of design makes for an increasingly better game - I think it makes for an increasingly worse game. Because it loses identity.
It may be that it is an approach that lets Blizzard squeeze 20 years of business out of their product (and likely many more years to come), but I think that speaks more to the quality of the business and less to the quality of the product.

I think the games that will succeed in the future to come, are games that have a strong identity and a defined audience, and then just doubles down on that again and again.
I don’t think Blizzard’s approach of wanting their cake and eating it too, by making games that are for everyone, is very interesting or appealing to anyone.

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Bad players get toxicity in chat. You have to massively screw up or not do something you are expected to do ie interrupt/CC/DR/BL for anyone to complain. If you aren’t bad you haven’t seen it.

and WHY do some people get toxic? They don’t wake up and choose to be a villain. You have to read too many comics to believe this could be true. Maybe we should have a discussion about how players are toxic by not playing properly and they then make other players toxic in response

The core game is OK, what isnt is all the trashy mid season events that are just pointless or overtuned for 680+ ilvl… I don’t know why blizzard constantly adds these side events they are dreadful.

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