Things that makes wow bad

Ive played WoW for 13 years with breaks ofc. And everytime i come back to the game i keep telling myself that the game has improved, and it does kinda in many ways but in other ways quite the opposite aswell. Blizzard promise things in interviews that would make the game better, but its mostly empty words for them to sell us their product. This for example “Shadowlands will be an alt friendly expansion” - Its most definatly is not.
Levling is fast ye ok, But thats not enough to call it “alt friendly” currencys such as soul ashe, stygia and higher ilvl gear takes months to get.
And repeating covanent campaigns that youve already done. If u wanna play alts u are forced too repeat this content. For many people having alts is whats keeping them from not quitting the game, because u easily get bored from playing 1 spec for a long time. And if alts are to become funny and not a pain we need tools to SKIP the boring stuff, a way to get more into the funnier parts. For me this is about feeling my character making progress. What i come to realize is that having a weekly cap on certain content is quite the opposite of this. Spending time to progress while being rewarded is fun, Being powerful because u spent time is fun. Having previlage on ur mains and alts because u have spent time is fun.
Here is a heads up - Does anyone actually feel like ur character is progressing when ur doing torghast? Can u feel the progression? After 5 weeks i guess when ur leggo is max rank.
Oh and if u want another leggo for ur offspecc thats another 5 weeks cool.
Why is there even a weekly cap for torghast? Why im i not allowed to farm 100 torghast runs in a row so i can craft every single legendary i want for my class and specs?
In what universe is this system beneficial for anyone? You can clearly figure out whats going on. It is to keep you subscribed for a longer period of time.
In BFA i realized that blizzard were adding these weird systems like, heart of azeroth, essences not being account wide while taking several months to unlock, the corruption vendor with a eight week rotation for each classes bis upgrades like come on… Timegating unecessary things simply to delay content is not cool. The content itself isnt necessarily bad and thats why there still are some people left playing the game, but the timegating is horrible.
If WoW would become a free to play game i wouldnt mind any of these things ive pointed out above because it would simply be free. I would honestly feel very relaxed and not pressured into doing all the “musts” before reset, just being able to close the game whenever u want without concerning about the money. Not that the money itself is a problem ive subbed for 13 years, Its more about getting the value from the money ur putting into the game.

There was a time in all of this were every piece of gear mattered, and every decision on what button to press made a difference and there was always something to do (content).
Good content is sure as hell worth a monthly fee, but the game im seeing infront of me now is totally different. Its lacking content, content not being rewarding enough, things are timegated for the wrong reasons. The game has went from “i take ur money but atleast ur having fun” to “i steal ur money and time”.
If blizzard arent willing to pump out new dungeons, raids, zones and seaons more frequently to satisfy their customers they should concider making the game free to play. (i dont care about wow tokens). And also find other ways to finance their game then a monthly fee that leaves unsatisfied customers.
Or just watch the ship keep sinking and with that being said we do have a big problem. New content = cost alot of money and WoWs playerbase = negative. So im not surprised when im looking at our product and im being dissapointed. Subs dipping, and content draught goes hand in hand.
I honestly think that making the game free, and listening more to the playerbase feedback can drive the game into a better direction.
And i can see that a potenially free world of warcraft would need a way bigger store for mounts / cosmetics / skins / other random features like whatever u can imagine to keep the game going.
But i wouldnt mind any of these things since were already so far down the road.

This is my thoughts about the game and i think many people agree with me.

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yup well said tbh, a lot of people have voiced similar opinions since shadowlands launched you are definitely not the only one to notice these things… im personally one of them which has been shouting this kind of thing out since at least the start of BFA.

i would support a f2p wow … however i fear if wow did go f2p… blizzard (being the greedy scum they are these days) would get too greedy and focus too hard on adding items to the cashshop rather than adding items into the game to earn via playing…

that would in theory do more damage to the game than good… i don’t think there is a easy way out of all the problem blizzard put wow in right now… they have a lot of redeeming to do … a mountain to climb so to speak… i don’t think they have the energy to scale it anymore though…

sad reality really…

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We are not the target audience anymore, they just want whales to swipe their credit cards.

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I mean, Were already so far down the road, So its not like they possibly can screw anything up even more. So why not make it free? a free game will assumebly attract a broader audience if they market it. And fund the game with new features like money profession boosts, or raidlockout reset, double experience gains, new skins, cosmectics, mounts, all these things. And then remove timegating so people can hardcore grind content if they want.

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One of the biggest flaw in recent years of wow is the player base has become more and more egocentric.

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i would argue the biggest flaw would be time gating.

i know a game like this kind of requires at least some time gating …

but how wow is right now … is far past the line of fair play far too much time gating that is turning people away.

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100% true, finally some one who understands how i feel about meta classes and reroll.

Finally some ppl who are ‘‘woke’’ and Aware.

mmo designers are leeches After all, every thing is desgined to suck u dry over the months/years.

Wow could been such a cool place, if it had more focus on fairness and class balance.

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One of my main issues is that non-instanced content is not diverse enough. You either farm rares for mounts that are simply recolors of the mounts that are obtainable elsewhere, or you farm World Quests that give you far too little anima in order to upgrade temporary features that will become obsolete in a year and a half and purchase more recolors.

None of the rewards are exciting to get and none of the content is rewarding enough to be even remotely exciting.

Just my two cents.

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I’m sick to death of crap PvP balance.

Why force lowbies to queue against max geared? It’s not competitive. It’s not fun.

Dead in rog stuns without getting a GCD off / Dead in a paladin stun without getting a GCD off / Dead from a paladin with a ‘I’m immune to everything & can kill you at range’ / Dead from a convoke before it’s even finished casting & you’re not even the target.

wtf -who designs this crap.

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What makes WoW bad? I think we’ve figured it out to be honest as we have had a few years to debate it.

  1. Over-systemisation: The worst quote I ever read from a WoW developer, one which I cannot find, was one from the early part of the teens when he said WoW needed less evergreen systems like archaeology which needed updating every expansion and more expansion specific features.

He was worried that each new evergreen system would increase the design burden on the development team whereas expansion specific systems could be dropped once they had served their purpose.

The result? The developers now sink inordinate amounts of time into developing new systems that are going to last only two years before being disabled and ditched and then they have to start the process all over again. Players enjoyed the novelty of the system in Legion because artifacts were cool, but artifacts then taught us all the powers given by such a system are ripped away from us.

BFA saw system piled upon system as the developers sought to correct their initial mistake with azerite armour. The Azerite power system was better but we had no investment in it because we knew it would be going away. The corruption system was horrible, it led to characters scaling out of control and Blizzard not caring as it was only for a single patch.

The current Covenant system is horrific as well given that many classes can’t play their full range of specialisations because spec A may have Night Fae being BIS whereas spec B needs Venthyr.

The solution for this point is to go back to basics. Stop creating pointless system after pointless system with complicated UI elements. In 10.0, strip them away and restore the relationship between character gear and character FULLY. No more artifact weapons, azerite armour, azerite necklaces, corrupted gear or Covenant powers.

If you want to give classes a new ability, design it as a permanent addition you are comfortable for them to have from here on out otherwise DON’T DO IT. Players aren’t excited any more by new abilities as we know they will be taken away from us. Restore permanence to our character development.

As for systems that increase player power in interesting ways, the domination gem system is a far more elegant approach. Perhaps you should restore it as an evergreen system using jewelcrafting?

  1. Treating the game as an e-sport: E-sports are good. Designing the game around them is not, e-sports should flow from a game accessible to all, rather than being an e-sport title you hope to have broad appeal.

Now we can’t complain it about it in battlegrounds and arenas, that’s where balance makes sense, but we can complain it about where it doesn’t belong.

Mythic+ is fundamentally designed wrong as a consequence. There were really two ways they could have gone when designing mythic+. The first way, they way they took, was a time trial. You need to beat the dungeon before this arbitrary timer expires to get maximum rewards. This leads to the gameplay of trying to barge through the dungeon as rapidly as possible with the dungeons themselves being designed to slow you down. This approach favours stacked AOE and massive burst damage It is now even infecting class design in other spheres as tanks and healers are moving from being devoted to their respective roles towards being more akin to hybrids, expected to do damage.
This approach also suits e-sports because it is easily communicable to an audience when two teams are racing a timer against each other.

The superior path for mythic+ would have been a death count. This would have allowed a return to an older type of dungeon crawl wherein each pack would have been it’s own encounter and where care and skill to manage the pack would have have been the guiding design philosophies rather than trying to obliterate them as fast as possible. It would also allow for the return of crowd control as an active part of encounter design, something which has been sidelined over the years due to this fixation on mass pulling. Dungeons are supposed to be crawls, not sprints.

  1. Fragmentation of narrative: A blizzard dev many years ago said they should stop trying to shove a book into their games. And unfortunately those words have been taken to heart. Warcraft’s story is currently pretty lousy, with other games able to pull off better narratives with more satisfying emotional payoffs.

The worst sin though is where they take all the resources they have for a plot and then break it into pieces so that you can only get a fragment of the story on one character. In Legion it was the twelve class order hall campaigns, in Shadowlands it’s the four covenant campaigns (and those four campaigns are in some places mutually contradictory). The only time it is acceptable to tell a different story is if it is Horde and Alliance, and that is because those two factions are baked into the game at every other level. Otherwise, rather than giving people four different storylines they can only get through on alts, give people one lengthy, meaty and significant plotline to work through that is four times as long.

Treat your story with respect. A lot of players don’t care for that of course, but for many others a buzz over in game events and characters is a signifcant draw and can help bring lapsed players back.

  1. Not leveraging your legacy: As of 9.1 WoW will have 48 raids and 112 dungeons, a legacy built over 17 years of effort. As of 9.1 only one of these raids will be truly relevant and only 9 of the dungeons. Every two years a gargantuan amount of work is put into building these raids and dungeons and then they are mostly forgotten. While old raids can be farmed for mounts or transmog, they are done so solo and without any really challenge beyond not falling asleep as your overpowered characters ploughs through content designed for far more people. The only time this content becomes vaguely relevant is through the timewalking system, yet the timewalking system is anemic, undertuned and somewhat laughable and therefore it isn’t fun.

Other games with less resources, such as SWTOR, have been forced by their constrained budgets to keep reusing older dungeons in lieu of newer ones but WoW is on the other end of the spectrum, jettisoning all their previous work. Surely it is not beyond the wit of the developers to reach a happy medium and overhaul timewalking into a system that keeps older content relevant?

  1. A lack of things to do and an obsession with power progression: WoW has degraded into focusing on three activites, raiding, pvp and mythic+. Everything is built with those in mind and so everything has to give us tangible powers, such as the Covenants and Torghast which aren’t allowed to be fun activities for the sake of it, they need to matter in relation to the big three.
    The big three are solid and enjoyable, but the RPG side of the MMORPG has wasted away as a result. The game badly needs other, non-power progression related actitives. Torghast should just have been a pure roguelike experience where we could earn toys, pets, mounts and cosmetics.

And the lack of player housing is inexcusable at this stage. One addition, admittedly a big one, that could revitalise a whole swathe of the game by providing an entirely different progression path for people and which seemingly isn’t implemented because it cannot be tied to player power, which is what they did with Garrisons (and is one of the reasons Garrisons failed).

Conclusion: So those are my big five reasons as to what makes WoW bad. If I had to tie them together into an overaching philosophy of failure, it’s that WoW seems focused on giving us quick hits for a dopamine rush rather than a more nourishing and satisfactory experience and that many players are reaching a point where they can’t reach the same highs they used to. This was a philosophy we helped the developers create of course with demands for convenience and speed and by removing the inconveniences from the design which created texture. This is not to say the game was perfect at the beginning and has degraded since, classic in many ways is an artefact of it’s time and would not work in the modern world, but there was a point when WoW reached an optimal level between the player experience and player desires and that rather than settle there, the devs kept going.

Looking back I believe this point was reached somewhere during Wrath of the Lich King. Too much water has now passed under the bridge for just recreating Wrath of the Lich King to be the solution but a solution is required to this continual and all pervading sense of dissatisfaction many of us feel that there is something fundamentally wrong with where the game has gone and where it has ended up. The developers really do need to stop with 10.0, take a step back, and fundamentally re-evaluate their game. Some of the decisions they took years ago for the best of reasons, or the worst of reasons, have not panned out and it is in their interest to treat 10.0 as the end of WoW’s third era and the beginning of something new and exciting.

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No no no no no just no wow should never be free to play that just means more bots even worse then now .

Bots are allowed within the game because they require a sub fee.

If the game would be free, blizzard could ban all the botters.
But now botting requires a sub, and subs gives money to blizzard.
Why would blizzard eliminate bots from the game when they are giving them money?

They do not ban them now .

Me and a lot of others do as they ruin the economy .

Very relevant .

Did i say any different please stop trying to add something i did not say .

Nice edit btw Jocke and why post on different chars …

Wondering why you feel the need to post on 2 chars in the same thread

Alittlekid and Jocke .

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Things that makes wow bad: blizzard

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Boosters, tokens, boe bis items, systems and universal pvp/pve gear.

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I agree that our community has problems with many deppressed and selfish souls. But its up to each individual to make sure they spread a positive vibe and energy into eachother. Making friends is ur own responsobility. Nurturing this relationship is also ur responsobility.

Good indepths explanations on many problems around the game, I agree with many things stated in ur post. And i do hope that one day blizzard will make radical changes into the game that will improve the overall feeling about the game. We want to play something thats genuinly fun, and doesnt feel like a second job.

lacking content = timegate as much as can.
Boost token sells = keep gearing and matchmaking as it is.
Make game fun? Will see what we can do after priority criteria are met.

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I think the major issue regarding PvP is the gearing system that creates huge barriers in arena. The fact that that if ur trying to gear up ur alt after spending many hours in bgs for a full honor set. U will still get 1shotted by players with insanely high gear even on low rating. Its not fun, or good for anyone. And with that being said, i do agree that we need alot of rework when it comes to class design and pvp balances. But I genuinly think the gearing system in pvp is the major problem.

Unless you got the formula which can make absolutely everyone happy then though luck with that tbh.
“Whats fun for you. Is utterly boring for me”. Whats “game defining for you, is game breaking for me” and etc.
Fun itself is a subjective term as well…

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