Whats wrong with MoP?

MoP had some of the best PVP we have ever seen so no idea what you are on about .

How is todays PVP anything to do with MoP blame Legion and BFA for gutting PVP .
I mean do you know anything about the game at all or just here to troll ?

MoP was for me a very good expac .
Good raids
CM first came
PVP was good
Legendary cloak questline was fun
Timeless Isle was good fun with PVP and frogs .
Dungeons and Scenerios and VP were good aswell .

Edge lords hated mop because pandas lulz and the Asian theme.

I for one loved MoP only flaw in my eyes it had was that it removed the old proper talent tree by replacing it with the crap we have had ever since.

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I miss MoP fistweaver it was the most fun spec in the game after wotlk thunder**** elemental shaman.

It wasn’t optimal healer but boy it was so much fun to beat up people while healing.

Ever since TBC, there has been a trend to trash on current expansion.

Nowadays, a lot of people are actually realizing they didn’t hated Mop :slight_smile:

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I think people got put off and it was unfortunate for Blizz that it was very close to the release of Kung Fu Panda when MoP came out, even though MoP was likely in development and an idea much before.

Those that stuck around for the most part did enjoy it, and for me it was and has been the best expansion they have released yet. I put it before WotLK and Legion which may be controversial.

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MoP was the first truly bad expansion and marked the end of good WoW. It ruined class design, talent trees, introduced a class that is about as pleasant to play against as rubbing your face with a cheese grater, it didn’t fit with the rest of the WoW world, the lore took a sudden detour etc… While some of these are not too difficult to get over such as the zones simply by not visiting them, things like Talent trees and Monks are something we have to suffer daily to this day.

The questing was probably the most fun out of any expansion though, so that’s at least something.

In my opinion, MoP had incredibly well made zones and world building coupled with actually deep and complex story (For the most part anyway, I really disliked the “A Little Patience” scenario due to how absurd it was).

Isle of Thunder and Throne of Thunder remain my most favorite zone and raid in the game. Music was also amazing, rich and diverse.

I’ve only experienced the Challenge Modes through pugging by making my own groups and constantly replacing people who’d leave after one failed run, so I personally didn’t really enjoy them.

Legendary storyline was rich and interesting, and getting the legendary cloak felt good, as it was the culmination of a long period of progress, which felt meaningful and rewarding. I only didn’t like the RNG involved, since until they buffed the drop rate of the quest items, they took a while to collect.

Also, I really liked that little farm we had. It was really relaxing.

All in all, MoP was a really fun expansion for me. The only things that would’ve made it perfect would have been the new character models and no hit and expertise stats.

PvP was definitelly not good unless you enjoyed being deleted from arena withing 2GCDs.

Overall it was pretty mediocre expansion, class design was mess, prolonged patches of nothing to do. Raids were good, probably last expansion where difficulty was correctly done but overall nothing special.

Nobody cared about “kung fu panda” or anything like that, its not even a factor.

MOP was a can of worms.

I really miss the class design from MOP but I wasn’t a fan of the aesthetics and there were way too many dailies for my liking.

Story was surprisingly mature and well put once you looked past the meme pandas.

Ud”s should be erased with lady sylvanas! Period

my personal issues with MoP had nothing to do with the aesthetics really. Zones looked very good, didn’t mind monks too much (not after surviving the launch of the joke that was death knights), had some cool transmogs and mounts as well.

I just didn’t like classes first and foremost. I’m more of a wotlk baby in that regard where I much preferred back when classes were similarly fast paced but also all had their obvious strengths and weaknesses, less overloaded kits, less cooldown focused etc.

MoP brought to the game everything I hate about modern wow, mostly from a PvP standpoint.

Less focus on classes dealing high sustain damage and just playing around their kits and outplaying people, more about stacking cooldowns and trading your 500 defensive CDs to survive, then doing very little sustain in between (much like what we have now).

Class uniqueness, gone. Everyone gets 10 different CCs on different DR’s. Everyone gets 10 defensives. Every class gets selfhealing out the ***. Casting? what’s that? Now we spam instants 99% of the game and instants will be our top damage / healing by a MILE. And this trend is continuing today where only the classes that don’t need to cast are at the top.

You’re a fire mage? great you can be good because no matter what happens your burst is instant. Frost? Glhf doing any damage if focused.
You’re a holy paladin? great you can run around spamming instants all game and not get punished. MW Monk? yeah have fun trying to get your casts off before people die. Your spells could lay on hands people and it still wouldn’t be enough because you just can’t afford to cast without aura mastery in this meta.

The only thing I really liked was where it was taking PvE design in terms of more classes being able to do more things.

You play a frost mage? You can now focus on single target or AoE, no more “oh i gotta aoe? guess ill sit here and channel blizzard for auto attack damage”.

You play a healer? Now you actually get the opportunity to contribute on the damage meter on dungeons and boss encounters, instead of rolling your thumbs waiting for the next damage window.

Things like that. That was what made me decide to main healer in the first place.

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MOP was bad in the beginning. 5.0 was a bad patch

-leveling time increased compared to prev. expansions (kinda odd choice for just 5 levels)
-dungeons were bland and uninspired
-raids were meh, some of the worst bosses ever made were present (Lei Shi lol)
-endgame was too much about questing and reputation. There were like 12 factions to grind and each of them revolved around doing lots of quests. And i mean LOTS OF QUESTS. Golden Lotus alone worked like having 4 quests initially, then unlocking 3 more with honored and 4 more with revered. That’s like 10-12 quests per day for a single faction! And this was before shared tagging, so you would do them in overcrowded zones competing for mobs. It was a nightmare.

Up sides of MOP (even on launch):
-class design (lots of buttons to press)
-number of gear mods you can apply (20 gem slots, reforging, almost any item can be enchanted etc)
-unrestricted flying. Simply hit max level and pay 2500 gold. No waiting 6 months for a patch or grinding any stupid reputations. This was the last expansion to have it. I miss this model a lot.

I love MoP have always chosen it from Chromie to level in. Loved the Klaxxi quests and at the time the little 3 people scenaios they put in.

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It was mostly down to aesthetics. People wanted a “big bad” and didn’t realise the irony that they were themselves the big bad.

This is my problem with MoP. This is exactly it. Nailed it.

Isn’t that just a longwinded way of saying: brute forcing it?

no, maybe I explained it poorly.

what I mean is that instead of the current playstyle which has been going on for too long where it’s just

Team A makes play > Team B responds with cooldown
Team B makes play in response > Team A responds with cooldown

and you cycle through that over and over until eventually someone misplays their cooldowns or runs out of cooldowns…

back in the day we had MUCH less cooldowns, so it was reliant on pure mechanical outplay. Classes back then did a lot higher damage overall, but we had longer CC’s, faster casts, higher overall healing, and classes generally speaking had maybe half of the cooldowns they do now.

so you simply couldn’t trade cooldowns and win, because people had so much higher damage output overall, and instead you had to respond by simply mechanically outplaying their kill attempts with better kiting, CC chains, pre-emptively stopping CC chains or follows ups, otherwise you were dead.

nowadays it feels more like you just trade defensives with their big pops and then ur pretty much unkillable until the next time they have cooldowns up.

So why am I seeing lots of threads about three or four Class/specs just melting other peoples faces, in seconds?

MoP had some good things going for it so it wasnt a bad expansion in terms of systems and story. I think the panda scare was blown out of proportion and it comes even more ridiculous now in a retrospect when we are living in a wow where vulpera exist as a race.

Few bad trend setters for future expansions though:

  • Addition of gear randomly proccing ilvl upgrades, warforging as the predecessor of titanforging. I understand why it was added but was controversial among people.
  • Addition of mythic raid difficulty, thus increasing them from 3 to 4. Sounded as necessary to accommodate players of different skill but actually fragmented the scene.
  • Timeless isle type of zone - puzzle oriented and interesting on first look but actually riggled with time gated, low spawn, low drop chance RNG (often on top of other RNG) that ensure you could spend a lifetime never be truly done with it even if you put the time investment.

Hurrah!..you lucky, lucky people.
:partying_face:

…or two mounts and a Legendary, then done.

My taste is wrong with MoP.

Never was that into the whole Spirituality theme/Eastern Mysticism even less so with the entire alcoholic theme that runs thick through the Pandaran story.