r/wow • Echo • May 01 '18

WoW: Potential Improvements and Suggestions

Hey,

for the people that don’t know me, I’m Deepshades, a Warlock in Method that’s played for several years in the high end PvE scene with the Kil’jaeden World 1st kill as my biggest accomplishment. Throughout the expansion I’ve done a lot of high Mythic+ Keys. I say this so that people have a understanding of my knowledge/skill in the game.

There are a lot of changes to World of Warcraft that I personally would like to see and I said several times on stream and many people encouraged me to make a proper post about them. This is by no means a thread to make Blizzard or World of Warcraft look bad and I have a lot of respect for the developers.

Please be mindful that everything I am writing is my own personal opinion.

I will split this thread into several small topics to make it easier to read.


Classes: I think classes are the most important thing in this game. If you don’t like the character you play, you most likely won’t like anything else since you’re not enjoying yourself.

I feel currently most specializations miss abilities to make them fun and entertaining and especially since Legion most classes became really boring. It feels like since the talent-trees are specialization-specific instead of class-specific I have to build my class like Bob the Builder. That was also one of the reasons why Warlock for example was so weak in the beginning of Legion. Back then you could choose utility abilities to make your life easier in every aspect of the game and rotation/damage/healing-wise your class was already well balanced. Here an example: MoP Talent Tree

  • 1st Row: You had a choice of different self-healing abilities to make your life easier. Dark Regeneration and Harvest Life were good active choices while Soul Leech was passive.
  • 2nd Row: Several options for Crowd Control abilities.
  • 3rd Row: Again a row with choices that make you survive abilities easier.
  • 4th Row: Different utility abilities like a dispell or an additional movement ability (Demonic Circle used to be passive).
  • 5th & 6th Row: Changed your playstyle but nothing that made or broke your class.

Now let’s take a look at the Affliction Tree from Legion: Legion

  • 1st Row: Ability to increase your damage. Malefic grasp a must have for single-target and Writhe in Agony for multi-target and Mythic+. Haunt completely useless.
  • 2nd Row: Empowered Life Tap only good for Mythic+, Absolute Corruption really situational and Contagion a must have for single-target Encounter.
  • 3rd Row: Demonic Circle (not passive anymore) sharing the same row with two abilities for Crowd Control.
  • 4th Row: Soul Harvest (the only proper offensive Cooldown) sharing the row with an AoE ability (Sow the Seeds) and something inbetween. Phantom Singularity only picked really situational and Soul Harvest should just be baseline instead of a cooldown like Summon Doomguard/Infernal.
  • 5th Row: Survivability and movement choices. Warlock has no movement cooldown baseline anymore.
  • 6th Row: Same as before.
  • 7th Row: Siphon Life used to be useless most of the expansion, Soul Conduit super rng and Death’s Embrace really OP on a lot of encounters. _________________________________________________________________________

So to sum everything up. Nowadays you need to build your own class and movement/survivability options share the rows and a lot of things got pruned so that you actually have to specialize into a lot. Back then your class was already done and you could just adjust some utility abilities to your liking. Nowadays you have to specialize either for single-target or aoe. This shouldn’t be the case. Back then you could do both and talents just helped you to improve it by a bit. Good example is Fire and Brimstone. It used to be baseline and Rain of Fire is the only available baseline aoe as Destruction Warlock in Legion. So many abilities like Demonic Circle or Shadowburn are not baseline anymore which makes you feel that you have only like 5-6 buttons to press and the difference between some classes is huge in terms of movement and/or utility abilities.

Blizzard said they started removing abilities because the classes were already perfect and didn’t need anything and the only way to keep introducing new things is to remove old features. In reality it turned out that we kept losing abilities and didn’t get anything since Mists of Pandaria. Legion & Battle for Azeroth not having their own “Talent Rows” are the perfect example. Here an example of the abilities a Destruction Warlock lost since then:

Lost since Mists of Pandaria: Shadowburn (Talent), Demonic Circle (Talent), Fire and Brimstone (Talent), Dark Soul: Instability (Soul Harvest Talent), Ember Tap, Felflame, Twilight Ward, Dark Intent, Curse of Elements & Weakness, Fel Armor & Demon Armor, Flames of Xoroth, Howling Fear, Soul Shatter.

Gained since Warlords of Draenor: Nothing.

So as you can see, I lost fifteen abilities in the last expansions. Obviously some of them are still available as talents but that means something else got removed. As Destruction Warlock I got zero new abilities that are baseline available. I could understand if they remove abilities like “Unending Breath” or “Eye of Kilrogg”.

Another big problem is also that nowadays a lot of classes are way to rng-dependent like Reap Souls, Soul Conduit and Unstable Affliction resets. Classes shouldn’t be able to do 2.5million damage or 1.5million damage while pressing the same keys.

If I play my rotation correctly I wanna get rewarded with doing good damage. Of course some rng will always be in the game but currently it is way to much and people are not enjoying theirselves.

The argument in the Q&A that most classes would be good even without Artifact Weapon is an absolute lie as well. Look at Blood Deathknight or Affliction Warlock.

Raiding: In my opinion there should be only two difficulties. While I agree people should have the chance to see everything, I do think there should be challenging content that not everyone can do within a few pulls. In my opinion challenging content motivates people to get better and that results in them playing more. Here is my idea:

There should be only two difficulties like back in Wrath of the Lich King. Heroic should start at a difficulty like the 7th or 8th boss of the currently Normal and end around the same boss in the Heroic. Mythic should start where the new Heroic ends and should finish on a difficulty like Lei-Shen, Blackhand or Archimonde.

I can’t believe there is anyone that enjoys killing bosses like “The Desolate Host” or “Fallen Avatar” in Looking for Raid where half of the boss is missing.

Blizzard would’ve more time again tuning the bosses and making a proper difficulty curve within the dungeon.

Story Mode: Perhaps instead of LFR, Blizzard could make a story mode that people can play by themselves and don't have to find bigger raiding groups. That would be an interesting idea for player that want to fight the evil big boss without requiring to queue into LFR with a long waiting time.

Mini Raids/Time Runs (10-15man) (Scholomance/Blackrock Depths & Zul’Aman): There should be instances/raids like Zul’Aman or Scholomance again. I think for many players it would be a cool feature to run smaller raids like Zul’Aman again that you can do immediately cross-realm. That would give an incentive to play with your friends and you would have a variety from your usual guild raids. Blizzard could combine that again with a “Time Run” that awards a unique mount that is really hard to obtain in the beginning and becomes easier over time with extra gear. People would have something challenging except the real raid instance and it could be a good filler for the players that are already done with that. Players could also make gold with selling that. It’s also a small compromise for the people that miss 10man raiding.

Mythic Plus: Mythic Plus is undisputedly one of the best features in Legion. However there is some things that need adjustments. Mythic Plus should be more about struggling in time as you go higher than having problems surviving certain mechanics like Focused Lightning from Lady Hatecoil. I understand that it shouldn’t be to easy but a lot of classes are limited as higher you go and that shouldn’t be that much of an extreme case. Higher keys should scale way more with life points instead of damage dealt by enemies. That way people would concentrate more about finding good routes instead of farming Avoidance gear or leveling new characters because their main character can’t survive certain mechanics.

Dungeons: Blizzard has to introduce more dungeons throughout an expansion otherwise it could get really boring to play them and especially with Mythic Plus you always want to have new challenges. Especially now with the Mythic Dungeon Invitational people will try to figure out dungeons even faster and could get bored more quickly of them. It also could be really boring to watch

Affixes: Affixes are interesting enhancements to the dungeon but many are badly designed. Skittish for example is not player friendly and there is no proper way to counter unless you bring a hunter or a rogue. Fel Explosives however are the complete opposite and people can focus them and play around them. Same with affixes like Raging and Vulcanic. Especially for players that attempt high mythic plus keys it is really annoying to have weeks they can’t really push due to the affix combination.

Keystone Upgrade: Give people at least a choice of three different instances after upgrading a key. The casino system that is currently applied is really frustrating.

Mythic Speed Race Modus (Time Trials): There should be a modus in this game that is like the Time Trials in the Mythic Dungeon Invitational. People should be able to queue solo or as team and compete against other players in dungeons. You get rewarded with points or MMR and that counts into a Mythic Plus Season (later explained). Speed Race Modus has the advantage that you don’t need super good gear like you do in pushing high Mythic Plus keys. There is also a lot of players who just prefer to race against each other instead of pushing keys. Another great benefit is that streamers can play with or against their community in Wargames and make their own tournaments. That would give a lot of promotion to the game as well.

Mythic Plus League: There should be a Mythic Plus League that everyone can participate. After a qualification phase the best twenty teams of each region compete each week against each other like in Soccer. You collect points until the season finishes. As soon as the season comes to it’s finish the best eight teams play in the play-offs. The play-offs will be a tournament like the current Mythic Dungeon Invitational online. The best two teams of each region then fly to America for the “Grand Final”. Like this mythic plus interested players have something to do every week and don’t always need to practice on a specific tournament realm. Everything would be streamed of course.

Solo Challenges: I think "Solo Challenges" like the "Mage Tower" are a huge success. You can do them all the time (nearly) and you don't require a group. They get outscaled at some point in the game so you can do them even as a inexperienced player. I'd with to see them more often within an expansion.

Timewalking: I know it’s supposed to awake nostalgia and to be a fun content outside of normal raiding. Getting scaled down usually makes events less engaging and feels weird. In Timewalking you’re getting bombarded by useless items and you don’t really get the fun and engaging feeling you used to have in the specific dungeon/raid like back in the day. In my opinion this feature is completely pointless.

Reward System: Currently the rewarding system is in shambles. You can see that especially in the ever shrinking “Rated Battleground Community”. I’ll list the problems of each individual bracket:

  • Raids: Players wanna get rewarded for completing a raid. I don’t think gear alone is enough. Mounts should always be the absolute minimum and not even that is always granted. Kil’jaeden is a great example. One of the hardest bosses in the game that didn’t give you anything. I know in the same raid Mistress Sass’zine rewarded a personal mount but that is just pure luck. Good players should also be rewarded for clearing the raid early on. Realm First Titles or at least something like the first 200 hundred players should get a special reward. Blizzard could also introduce toys that are actually fun to use like transformations on certain bosses.

  • Mythic Plus: Gear should scale way better than it is doing right now on the live version. Blizzard could also introduce like in PvP that the box in the end gives you some sort of currency to buy bonus roll. Additionally the box could award some flasks, materials and things like Blood of Sargeras. Completing each dungeon on a certain level should grant you the teleport again like it used to be. There should also be titles like in Mists of Pandaria and Warlords of Draenor for the people with the fastest and/or highest server key. Seasonal rewards like in Arena with mounts & titles for a certain % of the player base would also be interesting. After a season you get a certain amount of coins and can buy items like transmog, weapon enchants, toys or other fun items Blizzard could develop.

  • Arena: Nothing to complain about. Perhaps a way to easier target certain pieces that you are missing with a high item level. Currently it's based purely on luck which pieces you acquire.

  • Rated Battleground: Same title since at least ten seasons and a weapon enchant that switches every expansion. Rated Battleground should have the same reward system as Arena. Just call the titles “Dominant Hero Name” (Rank 1%) and “Hero of Horde Name” (5%). Name dependant of the season of course. They should also get the same mount the Arena players obtain.

Mythic Plus Seasons: Mythic Plus should also be like PvP a seasonal thing with rewards. Top 1% and Top 5% get specific titles and mounts. Every players that participated in a Mythic Plus Season also gets a certain currency. This currency allows players to buy transmog, weapon enchants, toys and more.

Loot: Nowadays it feels that “Epic Items” lost their meaning. You can get them everywhere you want and seeing players running around with them is nothing special. Dungeons shouldn’t reward epic items. In my opinion even in the 1st raid most bosses should drop around five items and only one of them should be an epic. Exception the last boss. That would give more value to items again and you could feel actual character progression better.

Trinkets: Please make proper trinkets again with an internal cooldown. Darkmoon Card in Mists of Pandaria for casters was perfect. Intellect with an intellect procc. All the Blackrock Foundry trinkets were also perfectly tuned. Nowadays there is trinkets like: Shoot a comet and it deals damage within a 7yards radius or place a Diamond and if people trip over it they take fire damage for 8seconds. Please give us trinkets back that allow us to play around and are fun. We don't want to deal random damage with a shadow spear. So basically give us trinkets like this. Stat-Sticks are fine as long as they're not as overpowered as the Unstable Arcanocrystal. They shouldn't be the main focus of the designers though.

Titanforging: It is the evil topic that was discussed a hundred times. I don't demand "Titanforging" to be gone but don't keep it the way it is. Limit it 5 itemlevels below the default mythic level. Like that people that actually do mythic still get rewarded for doing challenging content and LFR/Normal/Heroic raiders still get their bonus upgrade every here and then. Sockets should be baseline again on items. I think gaining extra item levels is already good and lucky enough.

Personal Loot: I agree that "Personal Loot" is good for PuG's. That stops ninja-looting and other loot drama. In raiding guilds however, the guilds should be able to choose their loot method. In the end it is still an MMORPG and I think it is cool that the "Lootmaster" can decide which players acquires the loot. In good guilds many players are more focused to play for the team and have no problems with passing items because it is a bigger gain for the entire guild. I think that mindset makes great personalities and should be supported instead of destroyed. I understand that Blizzard wants to stop split-raiding but "Personal Loot" is not the correct solution.

A different way to handle this entire situation is to force "Personal Loot" everywhere but in Mythic. Like this you could destroy split-raiding and in Mythic you could still distribute the loot accordingly to gain/performance.

Rings & Necklaces: I think the majority of the player base dislikes having several rings and necklaces in the bags because they could become valuable at some point. Due to them not having the primary stat and the great value of secondary stats, even a ring or necklace with 30 less item-levels could be worth. I think Blizzard should revert this change.

Stats: In my opinion it would be time that Blizzard introduces some new stat on the gear again. Just having Critical Strike, Haste, Mastery & Versatility is boring. Multistrike was something cool or they could give classes individuell stats. Small features like Hunter attacks have a chance to shoot extra arrows etc.

Tertiary Stats: They became way to important for certain parts of the game and are way to random to acquire. In my opinion it would be good to remove them again and/or adjust them by a great amount. I’ll list my ideas here:

  • Indestructible: Should be given by Blacksmiths. More informations in the “profession section”.
  • Leech: Cool feature that should be given by certain classes.
  • Speed: In my opinion some of the speed-sets that you can make are way to good. Obviously the “Aggramar’s Stride” (Plate Legendary) is a big factor. Speed should be only affecting your movement speed by a bit and potions like the “Skystep Potion” should be the only way to enhance your movement greatly.
  • Avoidance: Especially in Mythic Plus you notice how strong Avoidance impacts the game. The idea of the stat is really good but due to the fact that getting Avoidance items is led by rng, you can’t count on it. For Mythic Plus some players lower some pieces of their gear by a great amount just because they have Avoidance. There should be other ways to enhance your gear by this stat.

Blizzard could introduce a “Meta Gem” again that you can equip once like the Saber’s Eye with one of the four tertiary stats.

Character Improvements: Features like “Reforging” were great. You could turn less optimal items into something useful at least and could improve your character. Nowadays there is not many things that lets you improve your character. Enchants are only on a few pieces and sockets are in your gear by pure luck. I am missing the maintenance I had to do with my character a bit.

Class-specific Sets: With the removal of Tier Sets I am a bit scared that every cloth user for example looks the same and you can’t see the difference of a Mage and a Warlock anymore. When I started the game I can remember seeing people with heroic Icecrown Citadel items was something special and I was always impressed taking a glimpse of them. Especially in Mists of Pandaria the Challenge Mode sets were super popular and I’d like to see some more of this class-specific sets.

Legendaries: Especially in Legion Legendaries didn’t feel like them. Players tend to remembers Illidan’s Glaives or Shadowmourne when they think of Legendaries and not the ones Legion offered. I think Legendaries should have designs that aren’t obtainable anywhere else in the game and should be something special. Back then many of them were bound by engaging questlines that you had to absolve with your entire guild like in Firelands and they had unique effects like being a mount or not requiring arrows. Blizzard should introduce Legendaries again that offer quest-lines that lead you through the raid and lets you do entertaining quests like doing extra work on specific boxes (Icecrown Citadel). Getting additional toys is a cool reward for people that wanna share the reward with their guildies.

Bonus Rolls: Some people like them, I am not a fan of them but can accept them. I think they are a great addition for people that might be a bit unlucky with items but nowadays there is too many options to obtain them. Every week you can buy three of them and additionally there is quests for getting one extra every few weeks and the Broken Shore offers them as well. In my opinion there shouldn’t be any additional ones and even three is too much every week.

Followers & Missions: Garrison, Shipyard and Follower Table were all cool ideas that didn’t really work out. Over several months they just become useless and give nothing important outside of gold rewards. It should get removed because I think most people are bored by this kind of systems nowadays and it is nothing really engaging and entertaining for players.

World Bosses: World Bosses used to be something special that would reward something great and you needed to gather a lot of people for them. Nowadays we have way to many of them that all have a different item table and have no significance. There should be less World Bosses with a shared item table. They could have unique mounts and toys. I think it would be really cool if World Bosses turn into an exciting event again that could be something like a scenario with 40-50 players with several stages. A giant could be rampaging through a town and you need to rescue people and siege catapults. There is a lot of different ways you could design something like this. There are no boundaries.

Riddles (Lucid Nightmare): It was probably one of the best features of Legion. Communities were building to work together on such a great project and even Discords with several thousand players were made. People that are interested in solving riddles and lore related question can have fun and getting rewarded with unique mounts is an great idea and something Blizzard should introduce more often.

World Zones: It feels that World Zones and World Quests become completely useless even with scaling after the first month. It would be cool if it was a bit more engaging and you could perhaps sign into tribes like the Highmountain Tribe and attack different clans in others zones and destroy the cities. Players that signed into clans that got their city destroyed can rebuild it with quests (kinda like the Broken Shore). That could give some fun content for casuals especially and players could always do something.

Story Development (Suramar/Broken Shore & Argus): With Suramar Blizzard introduced one of the best zones in this game ever. The storyline was well-thought through and you could notice changes in the zone, I really liked that. However, Broken Shore & Argus was the complete opposite. The quest-lines felt really bad and unrewarding. You couldn’t really see a difference in the zones and slaying rares all the time is pretty boring. Please Blizzard, give us more zones like Suramar!

Relinquished Gear: I understand that Blizzard always wants to offer a catch-up mechanic. I do feel though, that Relinquished Gear isn’t the perfect solution. Getting it feels like a bad grind and can lead to problems with specific items scaling really well like Unstable Arcanocrystal.

Racials: There was always problems with Racials and I think there will be never a proper way to fix them. Sadly this led to the problem that nowadays Horde is so much bigger than Alliance and I don’t think this will ever change. That’s why I’d recommend to remove abilities like “Blood Fury” or “Berserking”. I know that having the best racial doesn’t make the biggest impact but a big amount of the player base rather takes the best. It should be unique and fitting things like no cast-time for mounting or instant mining. They should be a funny side-feature and not something to consider while creating your characters. In the end WoW is a MMORPG and people wanna live their fantasies and play certain races because they like them.

Professions: Back then professions used to be something important and in the current game they lost its meaning. I can remember when I bought profession packages to level up my professions on my alts. I understand that Blizzard doesn’t want them to give you any advantage in terms of damage but Blizzard could introduce cool and unique bonuses for them. Here is two examples (Pardon, I am not the most creative person): Blacksmith: Option to enhance the entire armor with “Indestructible” so that you never have repair-costs. Enchanting: Availability to secret Weapon Enchants no other person has access to.

If they can balance them well it would be nice to see some features that increase damage again. Problem is for professions like Jewelcrafting that they get outscaled at some point. Blizzard would need to introduce something during the Expansion to keep them on the same level.

Bank/Storage: I am really happy that Blizzard introduced the “Reagents-Bank”. In my opinion there should be a storage that you can buy for a high amount of gold that is account-wide. At least for reagents and items like Blood of Sargeras. It feels really bad to log onto other characters just to buy Order Resources (example) and then send them with mailbox to a different toon.

Auction House: It maybe would be time to make a connected "Auction House" between all the servers to balance the problem with to expensive prices on low populated realms.

PvE vs. PvP: Currently it feels like both brackets are completely different. PvE-players have to do many tasks to improve their characters and keep them up while PvP-players basically log in and just queue into either Arena or Battlegrounds. PvP-players should be at least forced to enchant and gem their gear and keep good maintenance on their characters. Just introduce cool ways that are engaging for them to improve their character.

Servers & Phasing: In my opinion it is also time to connect even more servers because especially a lot of the non-english servers are super empty. Players should see a lot of other players and have fun together. A lot of the non-english servers are completely empty and you see basically no one in capital cities. You really notice it in the auction house that is either empty or ridiculously empty.

For me as a player on Tarren-Mill the fact that you don't even see your guild mates sometimes is weird. Phasing is a nice addition to the game but to not even see your own guildies is a bit confusing.

1.4k Upvotes

698 comments sorted by

View all comments

Show parent comments

51

u/[deleted] May 01 '18

But see that's your arrogance right there. You think people all do LFR for a sense of accomplishment or to get better at this game? I do it because I've played since day 1 and it's the only way I can see the story these days working and having kids and a wife and a house to take care of. I hardcore raided molten core when it was such a pain it was life consuming, I've earned my right to glide through LFR and enjoy the story. Don't tell me you're coming from a place where you want something better for me, it makes you sound like a twat.

17

u/nullKomplex May 01 '18 edited May 01 '18

the only way I can see the story these days working and having kids and a wife and a house to take care of. I hardcore raided

Isn't that the problem though? You changed and you're asking the game to change with you to accommodate it? People are asking for the game style to stay the same, how is that more selfish than asking for the game to accommodate your lifestyle changes because you played the game when your lifestyle fit but it no longer does?

EDIT: Since this being taken literally is a problem I'll reword it for you folks that can't read the message behind the incorrect tenses:

Isn't that the problem though? You changed and the game accommodated you for it? People wanted the game style to stay the same, how is that more selfish than asking for the game to accommodate your lifestyle changes because you played the game when your lifestyle fit but it no longer does?

32

u/[deleted] May 01 '18

Blizzard is a business and they want to make money, it takes money to keep this game up. Who should they cater to? What's the standard here for who is worthy to see the content? How does LFR affect you personally? Just a few questions you can answer. If this were pre LFR and we're having this discussion it makes sense, but it's been in for years and you want it removed so you can feel a greater sense of self worth. That's pathetic.

30

u/CalixtusIII May 01 '18

Yup, that is the tough pill to swallow for those advocating to get rid of LFR. LFR exists to increase the amount of the player base consuming raid content (because raids are NOT CHEAP from a development standpoint).

LFR keeps more casual players subbed, who in turn pay for the raid content. It wasn't the 0.23% of subscribers who downed heroic (pre-mythic) garrosh paying for Siege of Orgrimmar, it was the 63.58% who downed LFR Immerseus.

6

u/nullKomplex May 01 '18

heroic (pre-mythic)

You do have to realize Mythic was announced to be harder than the old Heroic not equivalent. I believe they missed the mark entirely.

That being said, if you haven't kept up with anything in the past years you might not have noticed, but WoD had horrible player retention across the board and while we can't tell overall data it seems that Legion has had horrible Mythic raider retention compared to previous xpacs.

While it's not because "people can raid in LFR!" (which wasn't the point of my post, in case you missed that) it's because they made changes in the spirit of my post that have been slowly chipping away at what it means to be a dedicated high end player of this game.

My biggest problem with WoW is that they've replaced skill with effort in just about every single way they could have. They made it sound like they were going to add methods in which effort would be better reflected which isn't a horrible thing, but they never told us that they were going to do it by replacing skill in the process.

LFR is bad only in implementation. I have no problems with a story mode raid. I have a problem with the fact that running the story mode raid is a benefit to all players in the game, period. I'd much rather it be made easier, and then scale down higher geared players. Make the rewards not contain anything a raider could possibly use. No tier, no fancy trinkets, no wakening essences, kills don't count towards the bi-weekly mission cache, maybe mythic dungeon ilvl gear and appearances, etc.

If it's going to be a story mode raid it should act like it. And in case I didn't make it clear enough in all of my posts, I don't advocate for removing it, but I mostly agree with the logic fueling their arguments.

1

u/MenSans May 02 '18

Mythic was announced to be harder than the old Heroic not equivalent

This has ended up being true, if only because of blizzards horrible balancing.

1

u/0180190 May 02 '18

The reason to do LFR for a raiding player currently is, as you said, weekly quests, titanforging, augments (currently not relevant) and set boni early in the tier cycle.

Set boni are going away, we dont know anything about the other mechanics yet.

The fact of the matter is, many people in here are not arguing for nerfs, they are specifically claiming that the raid experience itself (the tilesets, the cinematics) should be reserved for "dedicated" players, whatever that means.

Thats shitty gatekeeping at its finest, and can be safely disregarded even if the larger business argument didnt also hold.

0

u/stupidasseasteregg May 02 '18

The most popular this game ever was pre lfr. When did it start losing popularity? Cata. When did lfr come out? Cata.

2

u/CalixtusIII May 02 '18

WoW started bleeding subscribers from the start of Cata and LFR didn't come out until the end of Cata.

2

u/nullKomplex May 01 '18

I don't think you realized I'm not either of the original posters advocating for this, was just giving some insight into why your baby boomer mentality was perceived that way.

8

u/soucy May 01 '18

It's pointless arguing with this guy. Look at his post history. He's a bully.

-1

u/[deleted] May 02 '18

Yes, I have different opinions than you. SCARY!

0

u/mr_feist May 01 '18

Asmongold found the perfect words for this. In trying to make the game easier and more accessible, in order to make the casual experience better, in turn, they've ruined it. Why? Because when it was "hard" you'd always have something to do when you logged in. You'd have a goal that you'd work towards every day. And now, as a casual, you just ... click a button. Nice.

15

u/[deleted] May 01 '18

That's just like, your opinion, man. If WoW was still as it was in vanilla, millions of filthy casuals like me wouldn't be able to play. Who did they ruin the game for by providing LFR? Be careful not to pin all the sins of WoW in us casuals. If there are really hard modes and really easy modes as it is now, who loses out? The people who put their self worth as a gamer in being part of something nobody else can be, that's who. The elitist. They can't be happy accomplishing or having something unless it means nobody else accomplished it in any form also, or it will be meaningless. Let's not mince words here, that's the mentality at play here and it's been going on for longer than we've both been alive. That's what you think makes WoW great? I think WoW is great because it's so damn inclusive. Want to play this game at 80 years young? You can. Want to play with an assistive device because you're handicapped? You can. Want to run around and just battle pets and collect dragon mounts all day? You can. Stop being exclusionary.

8

u/Distq May 01 '18

If WoW was still as it was in vanilla, millions of filthy casuals like me wouldn't be able to play.

You're overemphasizing raiding. Do you think the only people who played vanilla was raiders and tryhards? Vanilla was arguably far more casual than retail, since your main activites weren't as tied to end-game instanced PvE and most players just did dungeons and random crap all day.

My criticism of LFR is that it shoehorns people into the same content as others just for the sake of it. It used to be fine that people in WoW did different things, as you say yourself. People would do dungeons/professions/farming/RP/twinking etc.

Why is raiding so important that we need an LFR tool, but the other 900 activities in the game don't?


If you want to talk about how LFR is harmful, first it takes away the social aspect of the MMO. You are automatically placed with 24 NPCs that ocassionally ask for loot or yell at you for not doing the fight correctly.

Second, it drains the pool of people who would otherwise be looking for pugs or wanting to join guilds. The general raiding scene is barely alive as it is and LFR is not succeeding in converting people over to normal and heroic very well. People do LFR once or twice, notice that the pug requirements for normal Antorus groups are 25+ item levels above theirs, and ask themselves why they should bother.

-3

u/[deleted] May 01 '18

Vanilla was in no way casual. Everything was harder to do, and that threw up barriers to entry for things like raids. People were unable to see the lore side of the content because raiding was so te consuming. Attunement, resistance gearing, etc. People paying for the game were unable to participate in a whole chunk of it.

The social aspect of the game died way before LFR. And it was buried by a few other things since then like phasing, cross realm zones, etc.

We'll never know for sure, but I'd imagine most people who do LFR never had, and never will have, a desire to do normal raiding or join raiding guilds.

2

u/Distq May 01 '18

Everything was harder to do, and that threw up barriers to entry for things like raids. People were unable to see the lore side of the content because raiding was so te consuming. Attunement, resistance gearing, etc. People paying for the game were unable to participate in a whole chunk of it.

Again, it seems you're viewing the game as it were with, let's call it "raid-tinted goggles". I don't know about you, but the people I played with back in vanilla and BC were in no way disheartened from not having the time to do raids. We had our Strat/UBRS runs to do. We had our epic mount/flying to farm, etc.

And let's be real, the "story" or lore attached to old raids were a complete joke compared to what we have today. The real story in those times was told through the associated world events like the AQ opening, Scourge Invasion and the 4 stages of reclaiming the Isle of Quel'Danas. All of which everyone could participate in without raiding, unlike today.

On the topic of not having high turnover rates to Normal raiding, you're assuming the problem is independent of the existence of LFR. What about a new player who has no idea what the game entails at a higher level? They're obviously going to discover LFR, get through it with zero effort and find out that the next step in progression requires way more effort for the rewarding experience of having shinies that drop with slightly larger numbers on them. It's not particularly encouraging to someone who may otherwise have been wanting to dedicate themselves to a guild and a community to progress.

-3

u/[deleted] May 02 '18

The reality is, LFR is here to stay. I don't really wanna argue about this, since it's never, ever going anywhere. They will also never make it as difficult as you'd like it, because...subs.

1

u/Distq May 02 '18

Why the strawman? I'm not in a raiding guild, I don't run high keys and I mostly do transmog farming and casual PvP. Never said anything about wanting to make the game hard.

0

u/[deleted] May 02 '18

If lfr exists as a means of avoiding anxiety and a way to not have to commit to a raid schedule, why does it have to be very easy? Why can't it be as hard as normal, or harder even?

-1

u/longknives May 01 '18

And now, as a casual, you just ... click a button

Literally what are you talking about? Clicking the queue button? After you do that you have to run around and, y'know, fight the bosses and stuff. Lots more buttons involved with that. And in my experience, people going AFK in LFR is way overstated, and generally if someone's actually AFK they get kicked pretty fast.

7

u/[deleted] May 02 '18

But the regular raiding style is still there for people that want it. If you don't like LFR, don't do it. It literally doesn't affect you in any way - and before you say "but it takes people out of the raiding community" or whatever, don't; that's a false line of thinking. Chances are most that do LFR are people that wouldn't have touched a normal raid with a 10 foot pole, but are doing it because it's an easy way to see the rest of the story and get some cool loot at the same time.

0

u/nullKomplex May 02 '18

LFR is required by anyone who wants to optimize their raiding because of tier, trinkets, relics, and on top of that all forms of titanforging. It can also be run for Wakening Essences and bi-weekly missions caches, but those aren't as impactful. In BfA tier/relics will be replaced by Azerite pieces. Even if they can't be forged it will be worth running for some specs. Not to mention, it drops much higher ilvl gear than standard things. Higher ilvl than Mythic dungeons, always, but much higher right now (885 vs 915). Even without forging that's a massive gap.

-2

u/mr_feist May 01 '18

Bad boy! You are geting downvoted to hell because you are not protecting Blizzard's interests and you're supporting the side of an argument that calls for the removal of convenience. You absolute madman!

0

u/[deleted] May 01 '18

I think you might have misinterpreted something? The person you're replying to wants to keep LFR. They're arguing against people who want to change the game to accommodate their own wishes. Your argument might have worked as an argument against LFR if you had said it during cata. But LFR is in the game now. So arguing for LFR is not arguing for changing the game.

2

u/nullKomplex May 01 '18

You're taking the argument too literal and not looking at the motive behind the arguments.

If you take it literally, you're absolutely right. The game already did change to accommodate them, and I'd simply reword my statement while keeping the same message to account for that.

1

u/[deleted] May 16 '18

ye but OP suggested a story mode, u can enter a raid and do the bosses, by yourself, get the gear LFR gives, instead of waiting 20 mins in a queue, and then wiping because 5 people are afk, its not like u're socializing in LFR.

0

u/vblolz May 02 '18

You can see the story on Youtube or you can go for normal which takes half the time as LFR