Keep the two cents and use it to buy a clue.
Keep the two cents and use it to buy a clue.
It's not "being carried" if you are pulling your weight.And what you described there is either getting carried or playing after the attunement removal, i.e., when Blizzard changed the model away from linear to their current failing model.
I agree with the OP, but things like other magic-focused fantasy MMOs are non-existent. All of them are bad WoW clones or really bad by itself.
The Mists of Pandaria coming on September 25
I started playing again a few nights ago (10 day trial) and I'm pretty disappointed. Pandaria is beautiful (including the dungeons, which are aesthetically great). The leveling is ok. Random stuff in the world to find is fun. Being forced to use ground mounts until 90 was an excellent decision. But that's where my list of good things ends.
1. The Social Experience is (almost) Gone
Not once during this process did I have to be social. I queued, said nothing, did the dungeon, and left. 'But that was your choice', you might say. Well, yes, it was. And I made that choice because the majority of social investments made in this game are nullified by menu options and cross-realm mechanics. I'm not going to invest in building a social relationship if I know I'm probably never going to see that person again.
This is compounded by the lack of reliance on other people. Warlocks brought summons, mages brought food, some people had enchanting (and you had to get enchants in person) etc etc. We've moved into a state of almost complete non-reliance on other people. This is a bad thing. One of the main reasons we are social creatures is because we need other people in order to accomplish tasks, not only for defeating enemies but also to improve oneself. This, combined with the lack of social investment mentioned above, make it pointless, even stupid at times, to be social in this game.
I think it's useful to here mention the adage 'bring the player, not the class'. I don't think this is true. The class brings flavor, and creates reliance, and creates a demand for people's unique skills and thus for social activity. Classes are highly homogenous now in what they can accomplish. It's important for each class to have well-defined strengths that the player can attempt to exploit and well-defined weaknesses that they can try to minimize. These well-defined characteristics are mostly gone, because every class can do a little bit of everything.
2. Content Overwhelming
There's a lot of content in Mists, and there's a problem with it. The problem might not be the quantity, but rather its presentation.
Questing has evolved drastically. Now, we have a hub of quests designated to a specific part of a zone with the zone divided entirely into little parts. It's not the worst system. But it's pretty close. Questing is the single player experience. It should be as epic as multiplayer content, but right now it's just a mandatory prerequisite that few people enjoy (I do enjoy it though). A better design would be to reduce the number of quests, but make each more meaningful. Again, if we aren't investing anything in the questing process (emotionally or otherwise), we won't enjoy it nearly as much. Don't make me go to the bottom of a lake to collect 10 pieces of amber AND THEN give me increased swim speed and underwater breathing. Why would you do that? You just seriously devalued this quest. Make me work harder to collect 2 pieces of amber. Make me have to come up for air. The time it takes might even be the same. But now I feel like I'm doing something.
Dungeons suffer from a similar problem. They're too short. They don't have complex pathways (actually incredibly linear...). Getting lost in dungeons forces us to reach out to other people for help. Not knowing the way, not knowing mechanics forces us to ask. Reliance, again, is crucial. And again, if you place higher value on the content, we as players won't feel the need to rush through it, ignoring all of the aspects of the game that make it an otherworldly experience.
Raids. Raids are okay with one major exception - Raid Finder. It has to go. Not having access to content drives people to gain access to it. If you walk by that instance portal every day and think of what you don't have, attaining it will be incredibly rewarding (and force you to socialize - the reliance on guild members is the last real form of reliance in the game, and even it is being eroded). If it's just a menu option, you don't think twice. And then when you get inside the raid, you don't talk to anyone. You just do your rotation and then leave.
There are also too many difficulty levels in raids. I hit 95 and was overwhelmed by the options - and I didn't know which one was the 'right' one for me.
Do we really need seven tiers at any one time? No. But the problem here runs deeper. By having so many tiers of gear, we as players are forced to focus on that which is only the highest attainable ilvl for us and ignore the rest of the content. What's the point of all that content if so few people see it, and more importantly, understand it?
3. Challenge Level - Unmotivated
Items are too easy to get. If they're easy to get, their value goes down. Simple economics. Make them harder to get, and we might actually bother to read the item's name. I'm mostly looking at timeless isle here. I don't have a solution; but I know that 2 hours and 15 epics is not a valid equation for the success of a game.
Providing both challenging and unchallenging modes of content will result in a watering-down of the content's value. There is no thrill to raid finder. And because everyone can see the content, the exclusivity is diminished and thus the accomplishments feel diminished.
Questing is not epic. It's 'do these chores, don't worry, they're slightly different from the 300 others you just finished'. Quality and immersion should be key here, not quantity.
I'll be brief here: exploration is in serious trouble. A lot of this is because zones are saturated with quest material. Anywhere you go, the mobs there are probably for a quest. This immediately signals to us that it is not novel information, and exploration is not involved (BECAUSE questing is so linear). Having non-linear hubs is damage control, and it's poor damage control because the exclamation marks are on the map (...).
Exploration means going out into the wilderness, where there is nothing, or something. You don't know. What you do know is that you're doing it to escape the guiding hand that pushes you along the quest line. If you're guided to a spot (especially by economic coercion, which in this case is xp and money), it's no longer exploration.
I see what's happened to this game as a form of capitalism. The emotional aspects of it have been drawn out and away either through removing benefits or providing incentives that lead to antisocial behavior. Gear maximization is the only goal, not character building. This is not a single player game. You can't remove its emotional and social aspects, and expect to succeed in the long run.
I completely agree OP. The game does not feel challenging except heroic raiding and if you have a low ilvl for normals near the end of completing the raid.
Cata heroics where a nice step in the right direction but the amount of people not liking a challenge ruined it.
There's a reason the game is bleeding subs. You make the game easy which allows you to get everything you want/need without as much effort as you use to need to acquire items, you get bored and this move to other games.
Maybe blizzard will figure it out before they reach 2 million subs
Dungeons is just now just a quick gearing. Making it hard or difficult will just make people complain. I recall people were moaning about WoTLK dungeons. Then came HoR-H. Remember that one? Tanks and healers would normally just drop once they see it because it was such a pain to do with PUGs. You want dungeons where tanks and healers would automatically drop queue? Bring back organize groups for dungeons? Make it harder and longer to gear up alts?
Many things sounds better on paper. They may even be fun for a short while but after 2nd or 3rd time, people just want it done as quickly as possible.
Is it just me or does everyone feel like they have some valuable insight that only they can see?
Your point #1 nicely captures my feelings - I don't mind the change in mechanics, but Bizzard's seeming loss of focus on what made the game social is what is most apparent to me. Not sure it's something that can be reversed, but I do miss it.
When people stop liking CoD or really any game they stop playing. When people stop liking WoW they start crying.
Ever think that it is you and not the game?
Granted it has faults, but just stop pining and move on.
You must see how hypocritical you are.
I stopped reading at progression and difficulty. I like the pve in its current form. I play this game to pvp. Not to bang on monsters that do the same thing over and over.
The pvp needs addressed, not the pve.
If i had a say so id remove or lessen the 70% damage reduction in pvp. Lessen the healing penalty. Spikey burst and people being blown up? Thats called poor gear and something to strive for. Clearly you cant hit people as hard as you do raid bosses so fix the pve. Stop fucking up the pvp. Tbc pvp eas great. I even remember the pvp in vanilla being good.
I dont get why they want to level the playing field so much and make it noob friendly. You have nothing to work for of you can accomplish x with any gear.
Class balance is something that needs to be addresed. Rogues one shotting people for 40 levels is stupid. Low level pvp doesnt matter? It matters to me. I level toons all the time to pvp up because i get bored of 90 pvp. Warrior deep wounds ticks for 1\4 of your health in the 40s. Who worked on the scaling? They need a new job.
Fix the pvp. Pve is fine.
O HAI GUIS!
Iam a casual now and i 101% agree with you! i level new toon with my girlfriend together and especially the part about leveling hit the needle on the head ( xD dont know to say this in english).
once i raided 5 times a week, now i am fine with only being a casual but there is nothing to show my skill... i can run dungeons with my girl together without takeing a break r stand even still... but that can do a lot of people.
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this is not a good example... CoD doenst change, wow does. i like the game, the graphics, the feeling, the mechanics. i dont like the change of my old quests, the much dmg you do, the much healing you do... CoD is a fistperson shooter. you cant compare this
cat sleeps on mousepad...
<a href=http://sig.lanjelin.com/user/axiom><img src=http://sig.lanjelin.com/img/axiom.png></a>
If they fix pvp, I'll pvp again.
CC has a huge place in PvP. If you took that out the only thing you have left is tunneling people down, because you can't stop them from attacking. It'd just become a game of who can burst who faster.CC should be for pve, like how you had to cc mobs for heroics at the start of cata(When heroics where actually fun).