Originally Posted by
Creations
LFD, This ruined the ability of everyone running to a dungeon, meeting up with a bunch of people and fighting opposing factions.
"Stand's waiting, then all of an sudden a Undead Warlock comes with a group of friends. You try to survive until your friends arrive, then fight them or run into the instance because you're scared." This engaged epic world pvp and allowed people in the world.
I take it you're from vanilla and you enjoyed all the (not very) epic wpvp. Fortunately, with a combination of conveniences and pvpers not having to go hunt for honor in the wild, the community has grown up from the crutch of wpvp, if only others could realize this sentiment. LFD/LFR are great tools for those who's friends left this game ages ago. Personally, I find myself enjoying random pugs now-a-days over the people I semi half know who are barely friends with me.
Flying Mounts ruined the WORLD aspect of the game. World of Warcraft was exciting because we got to see new areas in the world to explore.
Cataclysm revamped an entire world that we used to love, but they decided to hand out flying mounts at level 60 and increase the rate of quests, not only did this force us to skip over alot of great towns, forests, villages, caves, but it also pushed us out of the "NEW" questing zones alot faster because Exp was too low. Removing flying from kalimdor and eastern kindgoms until level 80, instead of 60.
It may be what "you" used to love, but I certainly hated taking the nigh 12 minute flight path from Darnassus to Silithus for a bloody damn raid, especially when all our warlocks/mages were being jerk-offs (Common occurance in vanilla). Flying mounts added the X axis to this game, a whole new level of depth and exploration that few people honestly appreciate. More rather, they whine about flying mounts instead of using them as intended, looking down at breath taking landscapes and patterns one could not see with the pseudo magnifying glass that is being stuck with ground mounts.
Heroic Mode made raiding so basic.
In ulduar, we had to do special things to unlock heroic mode, then ICC comes out and boom, Heroic Lichking in a flick of a menu switch.
Yes, they've added elite modes to fix this problem, but it doesn't really FIX the problem. This game is becoming nothing but menu's.
Oh yes, because Mimiron's hard mode wasn't literally a switch. I think this argument has been done to death, and is especially relevant when you take a look at hard modes like XT. Once you kill his heart, it's hard mode, yet his heart is a huge dps burn phase. Basically sometimes groups undergeared for H XT happened to activate it on accident, which caused in wipes. Not really fun for a normal mode raiding guild at the time. Activating it from the menu and developing more mechanics and a harder difficulty is Blizzard's way of saving not only themselves a massive headache from having to figure out how to activate hard modes in a flavorful way, but saves us the headache when they do or don't activate in the way we want them to. Heroic raiding is about efficiency, not gimmicks.
LFR, This design was great, till it was implemented.
Grouped up with 24 random strangers, who won't give a flying hoot about you. Then you have atleast 4 people who queue, put someone on follow, then afks while they're eating chips or watching re runs of Big Bang Theory. Flex modes is supposed to fix this problem, but once again they're implementing it wrong. Remove LFR, and implement Flex mode into normal. That way we can recruit others from diff realms but still be engaged. Heroic Modes would still require a server coordinated group for that current content.
I honestly don't see where you are coming from here. LFR provided a much needed adaptation to the raiding community of people that do not have the time and/or the effort to get into a normal mode guild. While this subtracted from the pool of possible normal mode raiders, it accomplished just that. People get to see the content at their own pace and if you any sort of good normal/heroic raider, you will see it first, have bigger numbers on your gear and overall have a bigger epeen. Sure there comes the "special snowflake" feeling when you're the only guild on your server that's defeated (Xboss) and no one else has even see it yet, but I honestly' don't see how that differs from it now unless you aren't in the race for server firsts/world firsts, and if that's the case, why do you care?
The World is Evolving while World of Warcraft is not.
We still pay $15 a month, and $40 for a new expansion that comes out. I feel it's about time blizzard lowers their price for a month, or remove it completely. Keep the prices for expansions, but remove the monthly fee. That way you can focus on a blizzard store that would engage players.
Like league of legends and their skins. (Helm transmogs was a slap to our face, especially when we pay for this game. I have a Celestial Steed, but epic transmog like that just hurts. HURTS!)
I will finally agree with you here that them releasing these rather decent looking xmogg helms for 15$ apiece on their "pet store" is a bit of a dick move considering the vast majority of S14 and T16 armor sets look like utter trash. Perhaps I'm inferring too much from this and blaming them for a coincidence, but I will not deny the very probable possibility of this creating volatile and bad ethic business practices from Blizzard in the future. As far as the subscription goes, I agree and I disagree. Honestly, 15$ for two months would be nice. Removing it entirely unless they had a mega cash shop on lock would make them just tank.
Dailies in Mists of Pandaria are boring and dead.
Not much to comment on this anymore as 5.1 had a good model on dailies and 5.3 does too, although 5.3 quests were over too fast. Have it progress every week like 5.1 dailies did with rep, with a short storyline.
First they are grindy and boring, next they are too fast. There's no pleasing you! No, really. There isn't. That's because it was mainly the design team's fault for hiding valor rewards behind daily factions (Worst idea in the game) instead of hiding it behind a raiding faction (best idea in the game). But in all seriousness, 5.2 was literally all about lore, story and progression for that story. It had minimal rewards beyond cosmetics, which is a great model and how dailies should be. 5.3 is nice because we take a break from the daily grind and grind something else, commanders. Because these big champions of bosses only remind me of how wow is taking more and more steps toward a living world, alah gw2 (see, champion events)
The world of PvP, slapped in the face.
Making gold as a pvper isn't a reality unless you're an enchanter. Make the gold that drops from players you kill higher. All it drops is copper, my repair bill from dying from pets is higher than that. Allow us to once again go out in the world to queue for a battleground and arenas.
As I tried to say but I don't think I made it clear, world pvp is dead, and this is a good thing. All the good pvpers that matter have moved on to pvp that actually... matters. Rated pvp is the future because it's pvp with a meaning, pvp with progression. I guess you like mindlessly deathmatch style killing people in the open world? Cool, let's all ask blizzard to make a team deathmatch or king of the hill style battle ground. There's no point in trying to force wpvp back onto a community that has obviously outgrown that need. Also, as far as making gold as a pvper, just play the auction house. Take 5 minutes and go solo old raids for pets and sell them. It really isn't that hard to cover the roughly 8k it takes to get a full round of gems and enchants for your set of tyrranical.