Dragonflight Alpha - Developer Interviews
With the Alpha comes a new round of developer interviews!


Gameplay
  • Shadowlands taught the team that they need to help players avoid stuff that feels like a chore. No more daily/weekly routine or checklist, no stuff that you have to do, whether you like it or not, to stay relevant in your preferred content.
  • Play the game the way you want, do the content that you enjoy.

Dungeons and Timewalking
  • There will be four new Dragonflight dungeons and four old dungeons that make up the initial Mythic+ list. Temple of the Jade Serpent and Court of Stars are two of the ones the team is looking at right now.
  • Legion Mythic+ Timewalking was an experiment that helped to validate that changes that are being made for Dragonflight. That speicifc experiment is now over.
  • The team wants to continue to expand Timewalking, so we'll probably see BfA Timewalking at some point during Dragonflight.
  • Timewalking raids will also be added.
  • Outdoor Timewalking is something that the team talks about from time to time due to all of the scaling tech they have now.
  • The team wants to give players reasons to revisit the 18 years of content that is out there rather than spending all of your time in the newest content.

The Great Vault
  • The team is mostly happy with The Great Vault going forward. Resources are being focused on other areas that are in more dire need of tweaks, but they'll keep evolving the Great Vault going forward.

Cross-Faction and Region-Wide Gameplay
  • The Crafting Order system will likely start server wide, rather than region wide. Browsing a region wide listing would be messy and not a great experience.
  • The ability to go find someone directly in person to get something crafted will remain region wide.
  • The team is slowly moving to a more interconnected world, with the expansion of cross-realm play helping to move to a place where what realm you are on doesn't impact your ability to experience the game.
  • US and EU cross-play would be a very large technical undertaking.
  • Roughly 50% of groups formed recently that are doing instances have members of both factions in them. It hasn't eroded faction identity so far.
  • The team wants to continue to expand cross-faction play, but is cautious as it is a one way path. Once it is rolled out, they can never take it away from players.
  • Guilds are likely the next logical cross-faction step. It won't happen with the release of Dragonflight, but maybe during the expansion.

New Players
  • Updating the first few dungeons for new players to be a better experience is probably something that the team should do at some point.
  • The goal is to give Starter Edition players a taste of the content that World of Warcraft has to offer, without the need to purchase anything.
  • There's still a lot of work to do to make the game friendly for new players. New systems could use more explanations.

Misc
  • With modern Reputations, the team is looking at the rewards and determining if they can be made account wide, while still leaving room for some items that are part of your character's progression.
  • The surprise that comes from encrypted content being unlocked with the patch is nice.
  • Bringing in the team from Proletariat will help the team keep content flowing at a steady pace and to avoid long gaps between content.
  • Dragonflight is a return to Azeroth and a more grounded narrative. Cosmic themes have been part of WoW forever, with Burning Crusade or Legion having lots of it.
  • No planned changes for Allied Race unlocks in Dragonflight.
  • The team is looking into raising the 50 character slot limit.

Dragonflight Theme and Gameplay
  • Returning to a more inviting and exploration themed vibe will be nice, without an overwhelming existential threat in your face on Day 1. Those threats will appear over time but the early Mists of Pandaria feeling is what the team is going for here.
  • By the end of 10.0 you'll have a good sense of what the final boss of the expansion will be.



Talents
  • The new talent system will help to increase build diversity.
  • The current alpha talent trees are very rough numbers. Lots of tuning to be done.
  • The team wouldn't be surprised if there are some builds that don't go all the way to the bottom of the tree, but branch out in the sections more.
  • The team is talking about how to handle talents that modify an ability that they may not have taken from their class tree.
  • The team started the design process with one tree, but realized they could do a class and spec tree.
  • Allowing sharing of talent builds in game will be helpful.
  • Legion artifacts were cool because they all had different shapes and it actually worked out well.

Buffs
  • There can be too much complexity when building a group and trying to make sure you have all of the buffs.
  • It should be cool and exciting to be in a party with a Shaman and get their buffs.
  • The team is aware of the pitfalls that come with the current way party and raid buffs work.

Loot Rules
  • The team is talking about raid loot rules. Personal Loot is working well for the large majority of the game.
  • Having loot distribution being a social function makes sense and warrants further exploration and experimentation. We'll hear more about this during Dragonflight development.

Misc
  • The team wants professions to feel like pillar, just like PvP, Mythic+, and raids. There should be the same level of goals to pursue.
  • Mega dungeons are working out well, almost like a five player raid. Gives space to explore things that aren't the main plot.
  • There are some itemization tweaks to be made with mega dungeons to ensure that they are appealing.

Creation Catalyst
  • The team was overall happy with the Creation Catalyst. It allowed for alts and catch-up, but also bad luck protection.
  • The potential changes for Creation Catalyst might be timing related.
  • The team is looking at more deterministic ways to make progress towards your goals.

PvP Gear
  • Profession gear for PvP is something that was in previous expansions and worked fairly well.
  • PvP item level was added back in Shadowlands.
  • With Dragonflight each tier of gear might have the PvP item level pegged at the top of the band for that tier of gear. Upgrading will impact the PvE item level of the PvP gear. You'll still want to upgrade it so it's useful in the outdoor world, but when you go to PvP there will be a more even playing field.




Character Customization
  • No additional character customization for old races is coming with Dragonflight release. The focus is on the Dracthyr and raising the bar.
  • When the team first added the Pandaren, they were higher quality than other races. Not too long after the team looked to raise the bar on the other races to catch up.
  • You can choose body type and voice independently and that is something the team is working on expanding.
  • The game should be as inclusive as possible.

Professions
  • The very best crafted gear will be BoP.
  • You can use work orders to have another player make a powerful item for you.
  • Crafted gear will be subject to tuning if a unique bonus somehow makes it better than gear a tier above it. No Darkmoon Cards situation.
  • The best gear will come from raids, dungeons, PvP, or crafted with components from those activities.

World Content
  • There will be perks, conveniences, cosmetics, and reasonably powerful items from world content.
  • Nothing specific in the Mage Tower style is planned for launch. Future patches could bring other types of content.

Talents
  • The primary focus of the combat team is responding to feedback on the talent trees.
  • In the first talent pass, there will be a bunch of experiments and trying to add some cool hooks to different classes and specs.
  • The team doesn't want to go too far, like late BC when everyone had a buff and building a raid group was like tetris.
  • There should be at least 6-8 talent loadouts that you can save. People should feel like they have enough.
  • It isn't clear if the ability to import, export, and share builds will be ready at launch, but it's something the team would like to do.

Raids
  • The team is exploring the return of Personal Loot for raid bosses.
  • You might end up with a Hunter bow, even if your group has no Hunter.
  • The team wants to move away from borrowed power progression, but there is value in a raid group making progress every week even if there isn't any new loot for them.

Mythic+
  • Shado Pan Monastery won't be one of the launch dungeons, but could appear during the course of Dragonflight.
  • The team is super open to making changes to the flow of dungeons, pacing, and mechanics, especially for dungeons that never had Mythic+.
  • Tyrannical and Fortified will be sticking around.
  • There is a new seasonal affix coming.
  • The team is looking to simplify the seasonal affixes a bit.
  • When the dungeon pool was static, the seasonal affix helped change up your routing. Now that there are new dungeons, you don't need your routing changed.

Dragonriding
  • Most of the races will be Bronze, Silver and Gold, with some achievements to earn.
  • At max level there are a couple multiplayer races that people can start together. They start every so often and you can race against each other.
  • Internally the team is talking about more competitive structured races or events.

Leveling
  • Leveling time should be a little longer than Shadowlands, but not too much longer.
  • The team wants to offer more freedom as you level.
  • Shadowlands had a linear sequence in each zone.
  • Dragonflight should have a few key pillars in each zone and a lot more room to explore as you level.



Wowhead also summarized a group interview, with no video available. Be sure to read the full interview for additional context.


Talents
  • There are two games going on in a raid: Beating the boss and scoring high on the DPS meters. Blizzard didn't build the DPS meter game, so how much focus should they put on designing around it.
  • The question of how best to use Power Infusion in both of those games is a question that helps create an interesting group dynamic.
  • The community does some of the design for the DPS game. Log sites ignore padding the meters with AoE on useless adds because the community feels that it is unhealthy behavior.
  • Blizzard wants to design for the cooperative game of beating the boss and leave it to the community to figure out how to determine who is the best person is on an individual fight.

Dragonflight Timelines
  • The team is comfortable with the target of release by the end of the year. That's the appropriate amount of time between expansions.
  • Dragonflight has had a full development cycle and alpha testing will be more focused than previous expansions.
  • Previous expansions started alpha much earlier and content was slower to be released.
  • Dragonflight alpha will be more focused, as all the zones are ready for testing now and will be rolled out in the coming weeks.
  • The zones, talent trees, and dungeons will roll out in the next month and a half and then Beta will begin.
  • In an ideal world, the team would do no external testing and everyone would get to experience the expansion for the first time together.
  • The team is limiting what is open for testing more than in the past to focus testing and populate the world in a way that is closer to what players will experience on the live servers.
  • Forbidden Reach and the Dracthyr starting experience should be coming next week.

Evoker
  • When sitting down to add a new class, the team has to figure out what will make it feel fresh and different, rather than just a reskin of an existing class.
  • Adding a class is a huge and impactful change that requires a compelling fantasy and unique gameplay to be successful.
  • Early in Dragonflight development, the team wanted to give players the chance to feel like a Dragon with a class and race that fights like no one else in the game.
  • In Draconic form you'll only see shoulders and key pieces like belt buckles for most gear. Tier sets that are custom made will have more to see.
  • Evokers don't have a tank spec because it doesn't fit the fantasy of breath weapons, wings, and mobility.

Character Customization
  • Bringing the new level of character customization to existing races will be a huge undertaking, but something the team would like to do.
  • You should be able to feel connected to your character and able to express yourself in the world.

Tanks
  • The team would love to see more people tanking and talks about it often.
  • Tanks learn at the expense of the group, as they can't just hang back and follow along while learning.
  • Hopefully rotating the dungeon pool will help reduce the barrier to entry that comes with the knowledge required later in the season.
  • The team wants tanks to feel rewarded and appreciated for being responsible for the group's survival and leading.

Raid Loot
  • Dragonflight raid bosses will drop several pieces of loot and let you roll, pass, or trade those items.
  • Dungeon loot will remain on the current system.

Professions
  • Players get a new giant Reagents bag for profession items.
  • With all of the new profession changes, the team didn't want to clutter up inventory even more, so they just added a new bag for all the profession things.
  • The profession bag isn't limitless in size, but it'll be big. Bag space shouldn't be a meaningful constraint on picking stuff up, herbing, or gathering.

Dragonriding
  • Dragonriding unlocks will be account wide
  • Dragonriding was built as an expansion specific system, but if the feedback is great and people want it going forward, that is possible.
  • The Dragon Isles was built with Dragonriding in mind, adding more negative space between areas of interest and creating a more open world.
  • Azure Span is the largest single zone in WoW's history
  • There are more restrictions on Dragonriding than flying, but you can learn to master it to reduce the friction that exists at an early level.
  • By the middle of the expansion, Dragonriding should feel as convenient as flying. Players that are comfortable with the system may find it all around better once they are upgraded.

Story
  • The team wants to tell a more nuanced story with shades of grey, and not just create mindless monster races.
This article was originally published in forum thread: Dragonflight Alpha - Developer Interviews started by chaud View original post
Comments 112 Comments
  1. [Apok]'s Avatar
    Quote Originally Posted by Kharli View Post
    WE DO NOT NEED MORE TANKS.
    ---Classic/burning crusade---
    1.Warrior
    2.Druid
    3.Paladin
    ---Wrath---
    4.Death knight
    ---Mists---
    5.Monk
    --Legion--
    6.Demon hunter

    its not a we don't have enough tanking classes, its a case of People don't want to tank because people incredible rude to tanks bordering to abusive behaviour.

    As someone whos been tanking for nearly 15 years in raids and dungeons. we do not need more tanking classes.

    Death knights did increase tanks because it was the 4th class which could provide tanking ability and they were really good at the point they got released and continue to be really good.

    Monks sort of increased the tanking pool, but not much, mainly because Brewmaster was a really harsh tank to learn to play(balancing stagger)

    Demon hunter did increase tanking pool, slightly but many turned to the DPS version because big deeps.

    please do give me a good reason why, there should be another tank added when we already have six very viable tanks.
    What you quoted does not give any indication of them adding new tanks, simply that they m want more people playing tank roles.

    However its not as simple as offering rewards or incentives for ranking, as especially things like rdf as sometimes dungeons can take alot longer for someone learning a new role dependant in their ability. Add additional flags to rdf, for new to role and mentor that way its easier to group up people that want/need to learn and this would generally give a better experience.

    If course there will outliers where people abuse the system or are unwilling or unable to learn, nothing is ever perfect.but almost everything has the ability to be improved upon.
  1. nvaelz's Avatar
    Quote Originally Posted by [Apok] View Post
    What you quoted does not give any indication of them adding new tanks, simply that they m want more people playing tank roles.

    However its not as simple as offering rewards or incentives for ranking, as especially things like rdf as sometimes dungeons can take alot longer for someone learning a new role dependant in their ability. Add additional flags to rdf, for new to role and mentor that way its easier to group up people that want/need to learn and this would generally give a better experience.

    If course there will outliers where people abuse the system or are unwilling or unable to learn, nothing is ever perfect.but almost everything has the ability to be improved upon.
    Sounds like a complete nightmare to start playing tank in "know it all or be hated" competitive pve content. Make pve nice again!
  1. Logwyn's Avatar
    Quote Originally Posted by [Apok] View Post
    What you quoted does not give any indication of them adding new tanks, simply that they m want more people playing tank roles.

    However its not as simple as offering rewards or incentives for ranking, as especially things like rdf as sometimes dungeons can take alot longer for someone learning a new role dependant in their ability. Add additional flags to rdf, for new to role and mentor that way its easier to group up people that want/need to learn and this would generally give a better experience.

    If course there will outliers where people abuse the system or are unwilling or unable to learn, nothing is ever perfect.but almost everything has the ability to be improved upon.
    One of the things to make there be more tanks is to make the routes obvious and easy to learn with no shortcuts.
  1. Ermelloth's Avatar
    The best gear will come from raids, dungeons, PvP, or crafted with components from those activities. (с)

    - So, all this glorious professions' revamp still means little in the end, since we still have to raid or do M+

    Unless, ofc, these regs can be BoE... but somehow I highly doubt that
  1. Kiwijello's Avatar
    Reading these interviews is like hitting my head on a wall over and over. They really are out of touch and do not listen.

    The ONE thing most people can agree that everyone mostly wants is MORE CUSTOMIZATION. I mean, I don't care, but a lot of people do, so what does he say "NONE OF THAT" to?

    Customization is the new "Flying". It triggers Ion.
  1. Soeroah's Avatar
    "Shadowlands taught the team that they need to help players avoid stuff that feels like a chore. No more daily/weekly routine or checklist, no stuff that you have to do, whether you like it or not, to stay relevant in your preferred content."

    This makes me feel hopeful, but I can't help but be reminded of "you won't have to grind anima to power" leading to the widely-criticised anima drought because it turns out players don't just care about power being behind ridiculous grinds.
  1. Pandragon's Avatar
    There are two games going on in a raid: Beating the boss and scoring high on the DPS meters. Blizzard didn't build the DPS meter game, so how much focus should they put on designing around it.
    And this dual game is what results in some guilds like mine not getting CE when we are actually capable of it. Too many people in my raid are focused on their parsing than doing mechanics properly, like trying to get that one last cast in before moving and dying from it. So bosses with 20 abilities that one shot results in us being on that boss for 2 months or more, if we ever do kill it.
  1. bullseyed's Avatar
    Gameplay:
    - Shadowlands taught the team that they need to help players avoid stuff that feels like a chore. No more daily/weekly routine or checklist, no stuff that you have to do, whether you like it or not, to stay relevant in your preferred content.
    - Play the game the way you want, do the content that you enjoy.
    So no more weekly reset, no great vault, no raid boss lockouts, no mythic lockouts... reclear the same boss 100x per week to get your drop, right?

    Raid resets and great vault are both "weekly checklists" and "weekly routines" and feel like chores.

    - - - Updated - - -

    Quote Originally Posted by NineSpine View Post
    It's amazing, because it is really, really simple: Stop designing fights to be so DPS dependent.
    There are barely any DPS checks left in the game. This is one of those "you obviously haven't played in years" moments.
  1. NineSpine's Avatar
    Quote Originally Posted by bullseyed View Post
    There are barely any DPS checks left in the game. This is one of those "you obviously haven't played in years" moments.
    THey've walked back on hard DPS checks being as common, but the idea that DPS is not important to progression raiding or pushing high keys is honestly insane.
  1. bullseyed's Avatar
    Quote Originally Posted by Rageonit View Post
    Blame for what? They are stating a fact: they did not invent DPS meters, they did not invent parses; those are all player creations, and the same players demand to be able to compete in a game that was not created by Blizzard. WoW itself doesn't reward you for beating a different class in DPS, so the question is valid: how much work should go into allowing people to compete in a competition that's not part of the actual game...?

    If anything, the problem is with tuning of the encounters: recently, the tuning was so harsh Blizzard indirectly forced people into that game, because if your numbers weren't high enough, you didn't progress. If a mythic encounter is beatable by any comp, cries for perfect balance are less valid. But if a mythic encounter is beatable in any comp, it will be trivialized by WF guilds with near perfect comps. Blizzard didn't want to accept that (and started the "arms race"), so they have to take part of the blame. Nevertheless, philosophically speaking they are correct: it was not them creating that game, it was the players. Their mistake lies in going along with it.
    Fake news.

    Mythic Sepulcher had no required DPS comps. In fact, Shadowlands was mostly filled with bosses where you had to intentionally slow DPS down to get better transition timings/overlaps of mechanics.

    - - - Updated - - -

    Quote Originally Posted by MrLoque View Post
    Shadowlands taught the team that they need to help players avoid stuff that feels like a chore. No more daily/weekly routine or checklist, no stuff that you have to do, whether you like it or not, to stay relevant in your preferred content. Play the game the way you want, do the content that you enjoy.

    WoW is 18 years old already.

    And they needed Shadowlands to "learn" that?
    Classic, TBC and WotLK are massive failures due to all the grinding, right?
  1. Kumorii's Avatar
    Really curious how they gonna solve the daily/weekly routine... The entire game and timegates are built upon that.
  1. bullseyed's Avatar
    Quote Originally Posted by Delekii View Post
    It's a red herring argument that distracts from the facts.

    Raid fights are based around killing bosses, and killing bosses becomes easier with more damage, and with more appropriate damage paradigms. Both of these things are under the auspices of Blizzard's balance team.
    Which is why it doesn't matter if you get PI vs someone else in your raid getting PI.

    Quote Originally Posted by Delekii View Post
    The fact that they are represented on a meter and interpreted in a fashion that makes people hypersensitive to them is neither here nor there; it is a fact that some classes are objectively stronger at beating the game (the actual game, as well as the "dps" game) and that that is a failure of Blizzard.
    Fake news.

    WCL shows that classes and specs that get PI do more damage. If you shift PI to some other class or spec, you will immediately see that spec shoot up the ranks on WCL.

    Until WCL filters all players out who get PI cast on them (except shadowpriest), all WCL shows is which class or spec is most likely to get PI.

    - - - Updated - - -

    Quote Originally Posted by Rageonit View Post
    If a boss requires X DPS per player, and every class is doing at least X DPS, it doesn't matter that you can do X+100. Having more you's will trivialize the encounter (or help make up for people who do less than X due to whatever issues), but that's about it.
    Correct.

    Quote Originally Posted by Rageonit View Post
    If a class can't meet the threshold, now that's a problem - and recently, it was a valid problem because of the tuning. Tune less harshly and suddenly it's not an issue anymore. But if everyone is able to meet the treshold while playing somewhat correctly, and the boss dies, having issues with balance is a personal problem.
    Incorrect. There was no tuning that excluded any spec from participating in mythic raid. You could clear mythic with a full raid of balance druids if you were good at mechanics.
  1. Delekii's Avatar
    Quote Originally Posted by bullseyed View Post
    Which is why it doesn't matter if you get PI vs someone else in your raid getting PI.



    Fake news.

    WCL shows that classes and specs that get PI do more damage. If you shift PI to some other class or spec, you will immediately see that spec shoot up the ranks on WCL.

    Until WCL filters all players out who get PI cast on them (except shadowpriest), all WCL shows is which class or spec is most likely to get PI.
    PI is a completely separate issue to class balance in general. I didn't watch the interview but despite PI being mentioned, I assumed he was talking about balance in general given the first sentence and the examples of padding.

    If the context was only PI, then yeah, it shouldn't matter at all (except that it also needs to be balanced as a function of priest being balanced relative to other classes).

    The rest of what you said requires a belief that people can't account for the existence of PI in statistics, which isn't the case. A class overperforms, thus engenders receiving PI, thus becomes more overperforming. The second doesn't happen without the first.
  1. OrangeJuice's Avatar
    You're a fucking retard if you buy this game.
  1. nvaelz's Avatar
    I really hope they're adding more ability bar space than what we currently have in retail or I'll still be forced to use bartender4.
  1. Eapoe's Avatar
    Quote Originally Posted by MrLoque View Post
    Shadowlands taught the team that they need to help players avoid stuff that feels like a chore. No more daily/weekly routine or checklist, no stuff that you have to do, whether you like it or not, to stay relevant in your preferred content. Play the game the way you want, do the content that you enjoy.

    WoW is 18 years old already.

    And they needed Shadowlands to "learn" that?
    Well, considering people talk all the time about how much they LOVED Legion, the biggest chore grind of every xpac so far, I can see where they are coming from with this statement

    - - - Updated - - -

    Quote Originally Posted by Kumorii View Post
    Really curious how they gonna solve the daily/weekly routine... The entire game and timegates are built upon that.
    They can still release the story at any pace they want.
    Dailies will probably just become weekly quests you can do, or we’ll go back to a Wrath style system with reps to build and stuff like that.
  1. Forteofgray's Avatar
    one thing I'm worried about is if they're going to force us to do the story to level like they do the first time you level in shadowlands. that felt like an utter chore. being able to go back on an alt and choose to go where I want and do world quests, assist the covenants and so forth to level was way better. They need to just stick to that.
  1. oplawlz's Avatar
    Quote Originally Posted by Kumorii View Post
    Really curious how they gonna solve the daily/weekly routine... The entire game and timegates are built upon that.
    They didn't say there wouldn't be dailies, just that it wouldn't be required to do them to progress your character. I suspect we'll see lots of rep stuff that's nice to have but unusable in instances to keep those so inclined happy.
  1. bullseyed's Avatar
    Quote Originally Posted by Delekii View Post
    PI is a completely separate issue to class balance in general. I didn't watch the interview but despite PI being mentioned, I assumed he was talking about balance in general given the first sentence and the examples of padding.
    As they say, that's why you read before posting. Yes, this is a very specific to PI discussion.

    Quote Originally Posted by Delekii View Post
    The rest of what you said requires a belief that people can't account for the existence of PI in statistics, which isn't the case. A class overperforms, thus engenders receiving PI, thus becomes more overperforming. The second doesn't happen without the first.
    WCL could easily filter out PI logs. They don't. They don't even provide the user a toggle, which is the extremely obvious step. You can search logs without PI, but their "stats" pages all include it, and are complete garbage. Then WoWhead does a weekly post which is also complete garbage, about their stats. Both are actively hurting the game due to their extremely backward and incorrect concepts of stats.

    Yes, someone has to decide who the best spec is to get PI. That isn't necessarily the highest DPS spec. Some of the top options prior to warlocks were DK for army and actually prot paladin for paladin CDs. People make this decision based on sims (which are often wrong, or not applicable to boss encounters) and the community runs with it, with little to no understanding.

    These same concepts manifest in a lot of different ways. The highest DPS outside of padding or PI will always be the logs with the fastest kill time. The fastest kill times will always be the top mythic guilds. If a top mythic guild decides to roster a player in an unpopular spec like Feral Druid, that player will have very high DPS relative to other Feral Druids due to the shorter kill time, and with the small number of logs, will push Feral 20+ spots up the rankings overnight. Sometimes that one log is the only log for a particular boss, and then each boss is accounted for equally, so if

    1 feral has killed 4 bosses
    50 ferals have killed 3 bosses

    that 1 feral that killed the 4th boss is weighted as almost 25% of the "overall feral dps statistic" and is of course no where near relevant to anything. But you'll get streamers and wowhead saying "look at how good feral got!!!!" and the room-temp types will run with it. And once they do, you can never bring them back. "My spec is worse than feral, it isn't fair" etc for the whole rest of the tier.



    As a former EJs contributor, having someone like Ion and other EJs alums at Bliz helps with a lot of stuff, but the accessibility of modern "theorycrafting" is actually very negative for most of the WoW community. It leads a lot of people to make wrong decisions and assumptions on misleading at best information.
  1. oplawlz's Avatar
    Quote Originally Posted by Forteofgray View Post
    one thing I'm worried about is if they're going to force us to do the story to level like they do the first time you level in shadowlands. that felt like an utter chore. being able to go back on an alt and choose to go where I want and do world quests, assist the covenants and so forth to level was way better. They need to just stick to that.
    Imo they just need to stop with the unskippable dialogue. Let the people who want to keep moving along instead of making us listen to largely unlikeable npcs yammer about whatever terrible lore the writers came up with to justify us killing monsters.

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