I am not talking about free gear (the distinction of epics is largely meaningless and has been for some time). I am not talking about any reduction in the difficulty of obtaining gear at all.
I am simply talking about the drop rate. Getting 6 drops from a raid boss is no more free gear than getting 3 drops from the same boss, its just more gear. Ditto with respect to M+ giving everyone an end of dungeon reward vs having 3 out of 5 players essentially having just completely wasted their time by running the dungeon.
If gear being scarce is itself fun, you can achieve this just by deleting every other drop, or 2 drops out every 3. Problem solved.
I am not aware of anyone ever doing this, and I really cannot understand why anyone would find an increasingly painful and crucially, completely rng, grind genuinely satisfying gameplay. People compulsively engaging in the same activity hoping for a favourable outcome are exhibiting the same behaviour as addicts playing fruit machines.
Blizzard exploiting this flaw in human psychology to leverage greater engagement out of players is very clearly not consumer friendly.
Regarding Torghast difficulty, I am speaking as someone who cleared both wings at level 8 on the first day they were out prenerf, without any deaths or using any consumables, in 185 gear, so I dont have major issues with the difficulty, and I do think the nerfs are rather excessive. That said, complaints about how long it took, and the rng BS of anima powers, were totally legitimate. Why do we need to clear 4 floors of trash every run? Its very obvious this will quickly start to feel like a massive chore twice a week. And why should your single target dps (which is by far the most important dps check in torghast), vary by a factor of 2 or more from run to run even if you full clear every floor? That is obviously annoying.
Personally, I would have made the anima changes they have, remove 2 floors of trash from each run, and otherwise leave it the same.
honestly? no it doesnât
things like mage tower made it more special, where you needed at least some skill OR lots of time to practice to get a cosmetic reward.
I had several chars in S4 bfa close to max gear. not because I played so much, but because we could play high content very quickly if your skill allowed it because you could catch up to higher gear lvls quickly and then go from there to refine your gear.
yea you want an unfair game where you can trade time vs unfair advantages because mostly you are not good enough to compete.
I am not the best player and cannot practice as much as those who play this game for a living (which makes them better of course). They donât need the gear advantage on top of the extra practice they got. They already got one advantage, no need to give the no lifers another advantage.
sure the no lifers like this, but I am pretty sure the game will die like this in a long run because wow is an old game and probably will not attract the young players anymore and those above 30 like myself with job family etc. will just leave the game if we just cannot do fun (=difficult) content because I need 10 weeks to farm 200 ilvl gear.
so if people like me quit who play this game 15 years on a casual competitive level the game surely is slowly dying. Game currently is full of players like myself who got job and family who would like to run m15+ and do some arena but cannot run 20 dungeons per week to even get basic gear. My paladin tank that I run over 20 mythic dungeons in the last 2 weeks still got ilvl 180 because I got almost 0 drops. (most runs were in time between +2-7. My skill is more than enough to complete 15s but I cannot because I am hold back by gear. I just get one shotted on 12s right now with my gear =)
Why do you even want to play a open world RPG? You, and most of this community donât seem interested in the core aspects of a open world RPG. I donât mean this in a condescending way Iâm genuinely curious because the community as a whole seem to hate RPGâs and Blizzard is obviously listening.
WoW was never just about reaching end game or competing at the highest level. It was about being part of and exploring a vast imaginary world that made you feel small and insignificant. End game wasnât the goal, the journey to it was. You were never supposed to do and obtain literally every single thing in the game. Youâre not supposed to be fully decked out in epics and legendaries in the first week. Everyone werenât supposed to be able to kill the most powerful entity in the game. Items in the game are supposed to have stories, value and different power levels. Villains are supposed to feel like theyâre unbeatable by most. Itâs supposed to be a world! Thatâs the whole point of an RPG, isnât it?
But nowadays people only seem to want to do end game activities and compete. They couldnât give a crap about the world around the activity or what items they receive, they just want to do the activity, get a reward and log out. Blizzard might as well skip the whole world building part at this point, scrap gear entirely, give you a preset character and just make a lobby where you can queue up to each activity from. This is what the community seem to want. And I just canât phantom why people want WoW to be that and so against it being what it was originally supposed to be.
if you only play one toon its ok but if you play 3 toons like me dk/hunter and lock if you do all the callings and other stuff you need to do its gone take atleast 6/8 hour a day for me thats ok dont work anymore but ppl whit full time jobs kids its to time consuming.
Pfffft⌠why are they not in your guild, farming mats, leveling Profession Alts and chasing Curve, while you are at workâŚnot to mention three opportunities to get âRecruit a Friendâ mounts wasted.
Share your interests with your familyâŚcall yourself a gamer?..itâs an outrage!..etc, etc, etcâŚ
Who said I want an open world RPG?
Also WoW is not an open world RPG in the first place. Even in classic pretty much all meaning full stuff happened in an instance.
with the exception of classic, yes it is.
There is barely anything to do below max lvl or max content that is actually fun.
Lvling? please waste of brain cells.
Dailies? Seriously???
Gaming changed and it seems you just lost the connection to that world.
You are more looking for a Korean grinder rather than a modern game.
People nowadays play game on a more competitive level, this is the nature. Competitive on their lvl of course.
I mean games are always about beating the game, no? No that you cannot beat the game (endless scaling difficulty) it is about beating other players.
For some that means beating them in the gearing department, for others it means beating them on a higher keystone lvl.
The only thing you can actually beat is raiding. Raiding is an outdated design, especially mythic raiding is pretty much dead in the water. The waste so many resources for like 0.1% of the community. Maybe in the future they can find a better game mode to appeal people.
Right now raiding is probably still alive because our game director is a hardcore raider, which is probably also the reason that m+ is much less fun from gearing perspective.
not nowadays.
I play this game over 15 years and I always wanted to do the highest content in the game, therefor I needed the highest reward possible to even enter said content. I only chose content that rewarded me, I did not walk around in the world killing some random mobs because it is âfunâ.
without competitiveness this game would be dead already.
Raiding isnt outdated and raiding is fun and popular content to do in mmo. And mythic doesnt take any great resources to make. First thing what Blizzard spent most resources is to create normal mod and rest goes from there.
It is a progression game and the whole world and every tier of gear mattered to that progression because you werenât (couldnât) just rushing straight to highest item level and end game like we are now, which made it feel like all of it had a purpose and that made it feel big and fun in my opinion. Sure farming Mote of whatever for hours on end wasnât what I consider fun either but that too occasionally provided a positive feeling when you lucked out and got Elemental Plateau to yourself and that made you feel like it was Christmas morning.
I bet you, too, know the name of the items that dropped up to Legion. They werenât just generic stat sticks. The Sun Eater wasnât just a 1H epic sword, it was The Sun Eater and it was amazing for tanks. It wasnât the end of the road for your progression but it was a significant item. Also Hatebringer from The Underbog. It was like a lvl 63 item but it had 3 sockets on it and armor pen, right? People still wanted that at 70 before they could get Crow wing axe from Sethekk Halls. Why do we know these items by name? None of them are raid-tier items. Itâs dungeon items but they mattered so we remember them. These items were an integral part of your progression and getting them felt special, every single item felt like that.
We have a tiny bit of this still with trinkets. They still have some identity and most people know them by name. Doesnât it feel better to you when you get something like Drestâagath or lately Dreadfire Vessel compared to getting generic ilvl 226 dagger or mace?
The journey also matters in progression, not just the end goal. Maybe I am out of touch with modern gaming. I just donât think games should be designed to skip through 90% of them just so you can reach the end quicker. To me thatâs as pointless as fastforwarding through a whole movie so you can reach the end quicker.
Edit: Honestly, at this point Iâd much prefer they had different kinds of servers. You can have neckbeard servers with difficult and grindy progression like I want and then they could have end-game servers which skips gear progression entirely and just lets people play the end game raids with preset characters for those who only want the challenge and gratification of beating end game. Like arena servers but for raiding.
since we got m+, raiding got a lot less played. Remove the op trinkets that we got every time and it will lose even more players.
It is fine to have raiding, but for me and any other player that has family it is an outdated concept if something requires 3h+ in one piece.
That is the biggest reason m+ was such a successful idea, because it takes maybe 40min - 1h and that everybody can spare.
did you even see classic?
yea vanilla was like that maybe because game was full of potatoes on their c64.
Games changed a lot.
I played korean grinders before and loved them because well I had lots of time and it gave me advantages in the market and in pvp.
But it is just a trash concept nowadays.
indeed you are. It is a great concept for people without job and family (students, kids in school) but wow is not a game that attracts those players anymore.
Many of the younger teens play stuff like LoL, fortnite and whatever you can just jump in or pay the cash shops. Many more even moved to mobile games.
Now the problem is that wow still got a big player base, but itâs player base aged and those people like my friends and myself, we got like 2h-3h tops in the evening time after kids sleep
if blizz design huge time sinks, I have to quit, even i donât like it.
I would accept it if that is the goal, but I see that it would hurt the game actually.
Ye classic was way different from vanilla because everyone who played it has already done it to death and has it down to a science. And as you say people are generally just 10,000 times better at WoW today than back then. You canât get the first experience twice. Gonna be the same for TBC/Wrath classic servers if that ever happens. Thatâs why Iâm bummed that weâre not getting new expansions in the same vein.
I understand that WoW isnât trying to attract that kind of player anymore and thatâs what saddens me because the WoW and the kind of gameplay that it used to provide has just been abandoned for something else entirely despite continuously having an audience that still wants that kind of gameplay.
I still enjoy SL but itâs not WoW anymore and Iâd probably be fine, still play it and not have any bad feelings about it if it was under another IP altogher and old WoW-style was still allowed to remain as well. What Iâm trying to say is that itâs okay for things to stay the same. If people want a more casual experience then you make them a more casual experience in a new game or they will have to find a new game that better fits their evolved taste. You donât throw your core audience under the bus to better align with the taste of another kind of audience altogether. I mean Runescape, Eve, LoL, CSGO still attract the exact same kind of players in the millions despite them having remained more or less the exact same for decades.
How? Just becouse you dont have time becouse you changed your life doesnt mean there isnt younger audience what do have time just like you had time in past. If you think game is played only by 30+y old dads than you are truly delusional becouse average age of wow players did not changed at all. Just accept fact you no longer have time and let younger audience have fun.
i think you are delusional that the teens play this game like they did in wotlk.
Sub numbers also clearly reflect that this game hasnât aged well.
But you do you. Just spend you 50h a week in this game and get practically no loot.
markets change, not only video game market, you know? but clearly you donât. Look at the type of games which are hot. WoW or korean grinders are not.