Wow's biggest problems

Well they went about it the wrong way. Forcing people to participate is definitely not the way to go. look at Torghast.

The way to do it is to make players want to participate and then making those play styles more accessible.

Make the reasons to do this content rewarding. But at the same time, make sure it doesn’t feel like a life time chore to get to the top.

The problem is the number of difficulty levels. 4 different tiers of the same Raid. Infinite M+, Rated PVP with rewards that can take multiple season to be good enough to reach.

And that is caused by players with a Single Tracked Mindset like YOURS. Players who believe they can just exist in a single mini-game.

I want to be able to play it all and I enjoy playing it all.

Well that’s an obvious troll comment, because it’s not true in the slightlest.

But my mindset is on how the game used to be. Not how the game is now.

It’s your single tracked mindset than thinks PVP is the only aspect of the game which is driving the game apart.

Step out in the real World (of Warcraft) and try something different.

World Content doesn’t need to be about Borrowed Power at all. Borrowed Power came about because of players like you who just want to keep pushing and pushing and pushing and getting more and more powerful.

It has nothing to do with players who want to get involved in all aspects of the game. All it did was give us less to do because it was harder to get involved in end game content.

Content just needs to be engaging, rewarding, accessible and not separated.

Yes that’s just it.

They’ve turned a great game into and Dopamine junkies dream, by bending over to the demands of players like Beware, who are only interested in the mini-games.

It’s exactly how the game has been for two expansions in a row now, although they did try it with Legion as well but not as much as in BFA and SL.

They use it as the carrot forcing players to do it, purely because of the rewards for the borrowed powers and so on.
YOU are the one wanting those carrots, so players will do them, even though it as proven just makes 'em do it against their will.

If it was up to me, there’d be no power progression beyond a simple honor gear and a simple conquest gear, and even that is a compromise from my side. If it was entirely as I’d want it, there’d be no gear at all, just a stats template with customizable stats and no ilvl differences whatsoever.

Hate to break it to you, but you’re not entitled to every reward in the game. Reward designer is an actual job title at Blizzard, and the cosmetic rewards are sought after partly because people sometimes like the look of them, and partly because of the feeling of exclusivity. But for something to be exclusive, then people need to be excluded, in order to increase the feeling of desire. It’s all psychological manipulation.

Not during Vanilla, TBC, Wotlk, Cata and MoP. When the game felt accessible.

No… that’s not what I want at all. I think Player power and difficulty levels need reducing and removing.

If Blizzard makes some fun and engaging world content to do, I will do it. I love a good question line.

I’m not saying I am entitled to every reward. But a reward should feel reachable if I wanted to obtain it.

It’s not about making it easy to get. It’s about making it feel like the work you put in is worth the prize.

You two are turning it into a bickering post please calm down.

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The competitive players won’t. They’ll focus on competing. The game as it is now is what it looks like when they’re forced away from the competition to do things they don’t want to do, because they need to in order to compete properly.
That goes for both PvE and PvP.

So yes, that is what you want. You just don’t seem to be aware of what it needs to look like to get what you want.
Because as you’ve put it yourself, you want players to get away from their comfort zones. And this is the consequence of that mindset.

And the rating brackets and slowed down gearing in PvP, is because they don’t properly separate PvP from PvE and vice versa. Thus making it more inaccessible. Because you want it to not be separated, and this is the consequence of that. As MoP and WoD clearly proved, when they are properly separated, it doesn’t look like this.

So in other words, you don’t want difficulty. You just want participation rewards. Like 100 wins in AV for example. Simply play long enough, no matter how well you play, and you’ll be rewarded for it.

Your kind of games, never do well.

But it’s the competitive players mindset which is what’s ruining the game… don’t you see?

The game never used to about esports. It was about adventure.

It’s not the competitive mindset that is “ruining” it. It’s the way the competitive design looks like that’s “ruining” it.

Competition is huge in gaming. The problem is that the social design (which is an umbrella term for a lot of things) doesn’t foster good social interactions while doing it.
For example, how keys are downgraded when the time is failed, is a big element of frustration. That isn’t a good thing for anyone.
How raids increase in difficulty beyond what’s reasonable, because Blizzard is catering to the top of the top raiders every expansion. Blizzard is too busy trying to top themselves when it comes to raiding.
Lowering the ilvl differences by a lot, and making the rewarding feeling come from the achievement itself instead of the gear rewards, would help the social atmosphere in that regard.
And of course, no need for both normal and heroic, just keeping normal and mythic would suffice.

Another thing which is sorely needed in this game, is a proper mentorship program for endgame. It’s the only way to properly bring the “unindoctrinated” into the fold, because the gap is too large. It takes too much effort and time to learn it on one’s own. Having a mentor guide you through everything to the very endgame, whether it’s PvP or PvE, will help a lot.

The problem with such a mentorship program, is that it’d obviously require very skilled players. And they’d need to be motivated to do it, instead of the p2w 3rd party companies paying salaries to them instead.
So proper carrots would absolutely be needed to get mentors to guide players all the way to a proper level of endgame, regardless if it’s rated PvP or PvE.

The are not catering to it at all. M+ costs basically no development time after the initial dungeon design, what blizz is doing anyway. They slap some affixes on it and a multiplyer and done. It keeps the dungeons replayable instead of just a 1 time walk through like it was before.

It is just plain nonsense to blaim people who enjoy M+ next to a lot of other things the game offers for somehow the game dieing.

Tanks are doing damage and heal, dps are offhealing, healers are doing damage. You talk about legion where tanks had unlimited threat and run away, so they tanked and thats it. And there was more damage going on on bosses so healers only healed. But currently? We are all doing everything. Even healers are sometimes taunting. Utility from everyone in the group has never been as important as it is right now.

And exactly to not make pushing M+ mandatory they put the highest loot on +15’s so everyone who is making tons of mistakes and are just using 4 abilities and wrong covenants, talents and no ilvl are able to make it. There is basically no ‘speed curve’ for the highest reward.

So we’re in agreement about something.

Then that’s the problem with having such a variety in difficulty stages in the game.

There never used to be a Mentorship program in the game. You just followed the Elitists Jerks forums for any information you needed, and then if you’re guild was set up properly, you would learn from the officers in your guild.

But Competition and Success don’t necessarily need to go hand in hand. They can be exclusive of each other. The game was successful long before Esports was forcibly injected into the game.

The Driving force in WoW in the past has always been its story and theme. Not the M+, Raid or PVP.

I’m sure if they had continued to focus on telling the story, and making a an amazingly indulgent game, it would still just as, if not more successful than it originally was.

There shouldn’t be a timer anyway. A dungeon should never be a speed contest and a boss should never have an enrage timer. DPS shouldn’t be a tool to measure performance. And all that is relevant in WoW.
That’s why classes are dumbed down and don’t feel unique anymore and people play “fotm classes”.
Just a short look at how many classes now use a combo point system is enough to show the wrong direction.
It started with rogues and ferals. Now we have frost mage with combo points, retribution with combo points, elemental, shadow priest. It’s all different combo point systems to streamline dps classes.

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When there should not be a dps check there shouldn’t be a tank and healer check either. Meaning every lvl 1 char without gear should kill every high level mythic raid boss. You basically want to remove anything that is challenging.

And i am playing a lot of classes but they feel al very different to me.
For +15’s there is basically no timer. If you pull 1 pack at a time you 2 chest every dungeon.

The game can be challenging without your Elitist Toxic attitude. Make the game fun challenging, not toxic challenging.

But we’ve already been over why you’re unable to see outside of your box.

Just realise your gaming style is destroying the game.

Yes, me asking for more (solo) world adventures and in communities helping tons of people into M+ group content is definitely destroying the game. Sorry. Back on ignore!

You’ve never asked for that. You like to push high keys! you just care about your M+ score. Don’t even pretend to try and cover it up, you troll.

I just don’t want Toxic Elitist Rush rush rush repeat repeat repeat content.

If that’s challenging to you. That’s your problem!

You’re still on ignore. Just saw you were trying to infect this thread with your toxicity and wanted to remind you how your actively destroying the game.

Going to respect the Hidden Message sign again. You have nothing to add.

People have been rushing and repeating content since the game was released.

Just let him. He does not even understand M+ is not about rushing at all. On higher levels it is how to combine and setup pulls with coordinated CC. The timer is exactly the same on a +30 as a +2. But he has no clue :grin:

Not to anywhere near the same extremes that it’s done now.

Previously it was part of a linear progression. Repeating content was part of gearing up and occasionally going back and helping friends.

Now it’s engrained into the game play. You play the same dungeon over and over and your reward? A couple more points.

Because you had lockouts that prevented you from doing it, lol.

Also, nobody wanted to be stuck in a slave pens for 2 hours when you could do it faster, the only difference is you couldn’t spam it all the time.

Old WoW was pretty much raid or die, at least now we have the option to do something outside of raiding. In old WoW you did your lockouts and then that was it if you didn’t raid, absolutely nothing else to do.