Suramar seems like a wonderful concept. Content for the sake of content! Something that makes WoW feel more like an RPG and less like a facebook game.
For those that haven't paid attention to it, let me sum it up:
-Max level only zone.
-200+ Quests
-Very little in the way of gear or artifact power rewards. Mainly just gold rewards, and they'll probably throw some cosmetic stuff in there at launch, making the zone pretty much totally optional.
-Story driven quests, not "Fill up the bar" quests.
-Larger zone than it looks due to underground tunnels and such, will take a long time to fully explore.
-Questing for the sake of experiencing a story, not as a means to reach an end.
I'm not seeing much discussion on here, or the official forums, or on youtube from content creators. Only Preach Gaming has made a comprehensive video on the subject.
I don't have privelege to post videos yet, but I assume y'all can figure out how to go on the youtubes and find Preach's video about it.
So basically, we have a completely optional zone available at max level, full of lore-heavy quests that are there solely for the sake of enjoying the questing content itself instead of a means to be rewarded with gear. It's the complete opposite of Tanaan Jungle which was a boring grind for gear and gear upgrades.
While this doesn't seem to be alt-friendly, I think this is the right direction for the game. WoD tried to be alt-friendly, but ended up being alt-intensive. If you weren't running multiple garrisons, you were way behind in making gold compared to those who were.
Now I'll have content to experience for a while after launch. I imagine after launch I'll be levelling, then running dungeons and doing world quests for gear so I'm ready to raid ASAP. Then after I start raiding, I'll have something to explore and experience in between raids.
This zone also has potential to be a system for adding more post-launch content. Maybe they'll revamp the zone for 7.2 and advance the story.
What do you guys think?