This game changed its genre?

You forgot to mention that hunter arrows were limited and you had to replenish your arrow stock. That was nice.

They “changed” it to accommodate a new type of player:

Children.

I used to enjoy farming soul shards before a raid

i remember making so many Thorium Shells honestly i don’t miss the ammo at all :stuck_out_tongue: huntard was my alt in base wow

Absolute truth :slight_smile:

It still feels like a RPG to me, but perhaps that’s because I’m very much aware of who my characters are, their histories, hopes and dreams, etc, and I see the world through their eyes as I’m playing.

I don’t think the speed, the need for fast reflexes in certain content, or the playstyle of any particular class is anti-RPG. It’s just anti- what you think RPG is ‘supposed’ to be.

Everything evolves and changes over time. The original online RPG was text based. You just wrote words to describe what your character said and did and players were left to imagine what it might look like.

Then technology developed to the point where we had visual representations of our characters interacting with the world. But computers were basic, internet connections were slow, so graphic quality was poor and interactions with the world and other players were slow. (But it was amazing.)

Now we all have super high-powered computers (compared to what we had 18 years ago) and super fast internet connections. It’s now possible to have the level of detail required for a RPG (the high number of messages being sent between the game servers and the player’s computer) and also a fast-paced game. For me, that doesn’t make WoW less a RPG. It makes it a RPG that has kept up with progress in internet technology.

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Still those are tactical RPG elements, having a slow even round based combat is still a thing in Asian games, RPG never were about performance

Even when game would get faster why is baseline game such insane faceroll without any sort of strategi involved? In past i atlest had to watch over my mana, cds, hp etc… Solo killing elite, rare q mob was big deal where every missed auto attack cozld be differwnce between finish up q for great amounth of exp and gear or death. Now you just pull half of zone and my hp bat goes barely below 90% while i dont worry about anything.

“Were”. Precisely.

Mainly because players will be up in arms if world content becomes difficult enough that it isn’t possible for everyone to complete, whatever their skill level.

There is plenty of content where you do have to watch these things. It’s just been moved out of the open world to make world content more accessible for more players.

They didnt made it more aceaaible. They made it more boring. I shouldnt need to play with difficutly slidera just make game fun again. Difficulty levels do not belong into mmo game.

So how do you propose to keep a lvl 61-63 dungeon interesting at max level?

Difficulties have been introduced to both keep older content relevant and accommodate a bigger range of players.

If raids always only had a “normal” mode, alot of people would get bored of them quickly. If raids always only had “heroic” or “mythic” modes, they would be ran by less people because not everyone wants/can step up to the difficulty. Both are bad for the health of the game.

The game’s genre did change then. I think WoW is an “MARPG”. Multiplayer action role playing game. Since this game has stats and ressources it’s still a recognized RPG for me.

Nehhhh. It still has tab targetting and such; that’s definitively not ‘action combat’.
WoW is still an MMORPG (and I’m glad it is).

Yeah. Imo the peak was in legion with class halls, quests etc.

But ability levels DO exist between players. In order to make content with a fixed difficulty accessible to those with the least ability, the fixed difficulty would need to be set low.

What you are actually saying is, “Screw everyone else. I want the game designed to suit me and only me.”

No, you’re quoting me out of context to try and make it seem as if I agree with you. I don’t.

You said:

I responded:

Technology changes and evolves over time. An RPG that doesn’t keep up with changes in technology will soon become obsolete because no-one will want to play it. Why would any game designer continue to limit game performance to what can be played on a 57kb/s dial-up connection when players are on 300Mb/s fibre?

If performance was not a factor in RPGs, we would still be playing text based games where we type to each other.

With ‘‘performance’’ i meant player’s reactions since it’s ARPG. After all I have a PVP Mistweaver perspective, which were in a bad spot for 2-3 seasons. The game were basically early access with broken numbers making reactive healing impossible. Healing an action fight reactively is a bad experience I played with a couple good player and figured some decent tactics and setups for MW but it felt like my character is from another game. I came back and bought DF, just saw Monk nerfed by 25% so it seems to be not welcome in the devs or community… :sweat_smile: I tried out Preservation it feels like MOBA but it’s quite enjoyable compared to SL MW.

Well, performance is obviously a factor in PvP. If you perform badly, you lose.

PvP balance has been terrible, but as far as I understand it, much of the problem has been the huge amounts of burst damage some dps specs bring. That has nothing to do with how quickly you can press buttons and everything to do with tuning.

You simply dont have leveling dungeons. You just let everyone level up in open world and start doing dungeons at max level.

No they are not supostu be acessible. if you dont have what it takes to beat content you just simply wont do it and go do something els. You are supostu have variety of content not variety of multiple difficulty levels of same content.

Ah, here we are.

You are clearly the kind of play who believes, “The way it’s SUPPOSED to be is exactly how I WANT it to be.”

Yeah, we’d all like it to be exactly the way we want it to be, but that wouldn’t be possible, so someone invented this little thing called ‘compromise’. It’s where each of us gives up something we want so that others can have things they want. One of the basic requirements of a MMORPG, I would think.