Then it’s just in the dog house it currently is in. It’s inaccessible.
As someone who enjoys PVP, I don’t feel like I can play it anymore. Which is a shame. Because Elitists like you, just want the game to be a entirely separate package…
No, it’s inaccessible because it isn’t entirely separated. Because they’re intentionally dragging out the gearing process to make sure it isn’t overtaking the PvE gearing.
Because otherwise, people wouldn’t gear up in PvE anymore. They’d just do it in PvP and then jump straight into whatever raid difficulty from that.
No. This was the case with BFA and it was completely and utterly boring. We are not playing a mobile game with 5 abilities, we are playing a PC game in which you have a whole keyboard to play your character with. You have like 6 skill bars and you should be using them.
PvE is very casual. The only parts that aren’t are mythic raids and high-end M+ dungeons, which you only do for ego and competition anyway. You can do M+15 with a garbage build easy.
It belongs in the highest echelons of PVE as well. This is also the case in FFXIV.
In fact, open world should offer similar gear progression to a heroic raid or M+10-15. In Allods, they had elite open world zones that were pretty huge and centered around parties. The parts that were closer to the camp were fairly easy and you could run around tagging mobs and they’ll die from everyone farming them. Then deeper into the zones, you needed a more organized party, enemies would get much, much tougher, but also drop better gear. Open world farming was viable gear progression. It was awesome. I get why Blizzard is apprehensive to open-world endgame, it can get very toxic, but I love the idea. What I love most in an MMO is going in with a party and turning off my brain for 30 minutes, just blasting enemies and getting loot.
This is where I think your analysis of the payment model is wrong. I also agree there’s simply not enough time for me to play multiple alts. There’s just too much to grind. The grind can and should be reduced to free up people to play alts. They won’t quit the game, they’ll have 12 alts to play. I think the reason why the game was so grindy is the… popularity of grinds in mobile games. Since WoD, WoW has been following mobile game design policies and I have often compared it to a mobile game on PC.
However, with 13 classes, we can have much less grinds and I won’t quit. Once I am done playing no my paladin, I have a warrior, a warlock, a mage and a rogue to play.
The slow gear acquisition in the game has no relationship between PVE and PVP.
It is a poor attempt by Blizzard to artificially drag out content longer than usual, because they realised they’re not able to push out Patches (and season) as regularly as they have done in the past.
This has had a negative affect on everyone in the game.
The problem with PVP, as you’re failing to see. Is that it is trying to exist in the PVE focused game. It’s trying to break off from WoW altogether, and in doing so it is effectively killing the game. Just like I forsee M+ players will be trying to do in the future.
WoW used to be a fun game where players would participate in all content types. Sure there were some who only PVP’d or Raided. But then the vast majority did both. I knew Season 1,2 & 3 Gladiators who were also getting Region (maybe World) first kills in the respective Raids.
Those were the good days. When you could just log in and choose what to play in WoW, not some Competitive and Rated cess pit.
Again - I really don’t think this is the case. Because if they didn’t drag out the gearing, players would simply gear up their alts once they were done with their main. Having quicker, fun gearing wouldn’t push players away. It will keep them here and entertained.
I think the reason for the gear progression pacing lies in Blizzard’s misunderstanding of loot altogether. We should be activisting to get them to improve their philosophy. Loot should not be just main stat + 2 secondaries. Loot should not be a rarity. Loot should be plentiful, with players swapping items out all the time. Hell, put prefixes and affixes like in Diablo 2 on the loot.
Either that, or make the game more about getting bis items quickly, and then upgrading them over the next month or two, and not about refarming items, as it currently is. Refarming an item should NOT be a part of the game. ЕDIT: M+ deserves its own gear with its own special effects, and in my opinion we should start getting M±exclusive dungeons that aren’t a part of the game otherwise. M+ players are really getting the worst deal for gearing out of anyone.
Agree, I’ve not played for a few days now. I’m going to be taking a break.
But for the last 2-3 weeks, I have farmed Gambit 20-30 times for a trinket that didn’t ever drop for me. I saw it drop twice in all those runs. Really just felt horrible.
No, when it had no connection to PvE, is when it looked like it did in MoP and WoD. Those models of design were when they truly had nothing to do with each other, and that’s when the only limitation set on gearing in PvP, was the conquest cap, which could also be increased with rating, so the only advantage rating gave was that you could gear up faster. (Not counting the Ashran garbage bribes they kept forcing on PvPers in WoD, this is about the general design itself separate from that.)
But now, you need all kinds of crap for PvP, and this season they’ve improved a lot of things to make gearing up quicker for alts, but it’s still slowed down more than it ever was before they started “mixing” PvE and PvP.
That’s because of this:
The rating brackets are there because they said themselves they want higher rating in PvP to become synonymous with higher accomplishments in PvE. Ion talked about it a lot during Legion, when he was hyping up BFA.
Which is when he was promoting the “mixing” of PvE and PvP gear-wise.
That doesn’t make it a good thing. Not in the slightest.
PVP was a lot more fun when it was accessible. It’s not accessible anymore because of the Elitism that goes along with it.
See that might please the PVP only player. But I see World of Warcraft as a game in its entirety. Not some mini-game where you can hide away and not get involved in the rest of the game.
Yeh, I don’t see any point in playing when it’s summer and there’s no content expected for at least 2 months. I’m continuing to troll the forums until they kick me off though
See, that’s the kind of mindset that gave birth to chores and borrowed powers in WoW. Because Blizzard wanted people to branch out away from their comfort zones. And look where that got us.
It’s simple. They want raiders and m+ people to step away from only the instanced content, so they pushed down chores that occupies enough time to get them away from the instanced content, so that those players (which is their core player base btw), “enjoys” what Blizzard designed elsewhere, and the lore.
Then they also gave the same treatment to PvPers, because they don’t want PvPers to be holed up in only PvP.
Those chores include campaigns, going through new reputations/zones, world bosses, borrowed powers which you have to run around in different kinds of content to gear up, and so on.
It’s all because they wanted to present a “unified” WoW to players. By forcibly dragging them away from content they want to do, by forcing content they want to do to be locked behind content they don’t want to do. (I’m sleep deprived atm, gonna go to sleep very soon.)
It’s all because of that mindset of yours. And see where that got us.
And players proved 'em wrong. Now Blizzard is going back on this forced content, to allow players to stick to their comfort zones much more. And hopefully that lesson will stick with them this time.
I don’t agree with classes having ‘‘too many abilities’’ being a a bad thing, if anything it’s what separates WoW from a lot of MMOs and what makes classes interesting. Too many games have classes that have different abilities in name, but they all basically look and feel the same, Oh you’re a wizard? You have blue mega death lazer slash, and the warrior has the red one, awesome design.
For the longest time almost all the classes have been going toward the same single target builder, aoe builder, single target spender, aoe spender, 3min offensive cd cookie cutter gameplay. That is not fun, what is fun is when classes have wildly different ways of approaching combat.
For me the biggest problem has to be the inequality of resources spent on every part of the endgame, raiding gets way too much development, and since raids are only really relevant for like a month after release, that means the majority of each patch becomes dead content very fast. It would be better for longevity of each patch, and their bottom line, if they started balancing the development raids get vs world content, arenas, dungeons, battlegrounds etc
Because the game is dumbed down to: pure Tank,pure DPS, pure Heal. It’s all about rushing through M+ and Raid statistics now. If you don’t beat the dps curve, you miss your speed goal in m+. If you don’t reach your dps goal in raids a boss goes enrage.
That’s why all classes have to be as equal as possible. Everyone has to have the same dps and same tools or you get left out.
And this is why the majority of the people quit. Not everyone wants to play a mage that feels like a warlock with different colors and only a minority wants dungeons to be a timed race with a loot pinata.
Sadly Blizzard won’t learn and we will have another year of nothing for the broad majority and a next expansion again focused on m+ and rtwf.