Simply upping the damage won't make it more challenging. It'd just make it more tedious as it'll increase the downtime between fights. If you want to make it more challenging you need to give mobs more meaningful abilities. Especially abilities that target ground areas and create "void zones" (fire/poison patches and the like) to teach players to get out of them.
If you found the quests challenging that’s more of a skill issue. I’m not being rude I’m just stating facts. The heirlooms themselves were nerfed and quests actually give solid gear. Now the difference between Heirlooms and Regular Gear is the exp boost and maybe a few stat points. I leveled like the OP and didn’t use heirlooms. I’m only level 82 right now but I still play like prior the only difference is I may have to redot the adds I have pulled but I never once get close to death.
That is actually a good way to look at it. Interruptable abilities , and reintroducing the running away in fear mechanic , and aoe spells as you mentioned.. these all would add to the gameplay.
I stand by increasing the damage because then you can't pull multiple mobs and have to pull tactically etc. But what you said would be a very good idea to implement.
Multiple people have reported on the PTR and some on live that it seems to take no more that 48 hours /played with heirlooms. Obviously everyone levels at their own pace. But that being said many of them documented the entire experience so it's easy to see online plus many screenshots with /played times of people. I'm naturally a slow levelling so it'd likely take me longer. That being said WoW is still one of the fastest levelling experiences despise have some of the highest levels.
Let's get 1 thing straight, I'm not
The people that keep repeating this keep forgetting that this is done via Questing. Dungeon Leveling has become much longer and more tedious for no gain.
But anytime you bring that up you get the same retards going "HURR YEAH BUT MAYBE QUEST DEN INSTEAD OF DUNGUNS!" even though Dungeon leveling has been a completely viable way to level for 8 years and it makes no sense to force people that do it because they hate doing the same quests they've done a million times over again.
How does that make it debunked?
Literally making something that used to go faster, slower, and selling a service for real money to make it go faster sounds pretty blatant to me. I don't see how in the world it doesn't. Like... what other reason in the world is there to do that?
(for the record, I don't want to skip leveling. In fact, I even wish it'd involve pulling off a full rotation. It still doesn't do that.)
Note that if you are going to play only a bit every evening (which is a sane way to do it and I am not at all suggesting that you do it any other way), then there will be a fair amount of rested XP and so whatever figure you end up with will look smaller than it really is. Ie, if you end up with 48 hours this would mean "48 hours when playing in 2-hour sessions for a month", not "48 hours, no conditions". I don't mean to say that one cannot level in 30 or 36 hours, I mean to say this is not really normal (involves carrying from stream chat / whatnot).
It's funny, because if you spend some time on the official forums researching previous time to reach 110, the average player seems to land somewhere between 30 to 50 hours to go from 1 to cap.
The fastest I saw in a forum post was a guy who was on his 7th mage using full heirlooms (55%) and a tank friend to instant pop dungeons. His time to 110 was just over 20 hours.
What that tells me is that the average player won't see any real difference in the absolute time /played to reach cap. It also means the idea that it was supposedly inceased in order to sell boosts is way off base.
Basically people are losing their shit over nothing. They're getting bent without actually checking the facts.
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I fully plan to nolife it over the weekend(my previous plans fell through, leaving an opening). XD There will be sleep involved, but I expect to put in at least 20 hours.
Also, given the simple fact that the patch only went live and playable Tuesday afternoon, the amount of rested exp these players I referenced simply can't be that high. So 30-40 hours to reach cap is probably pretty accurate.
My supplied screenshot with the provided ~36( I thought the bloke said 32) hours was done within the space of a week.
A singular week. Barely getting rested.
Edit: Zero boosting or " carrying from stream chat" or what ever that means. I'm not that significant to have a fandbase supply everything to me.
48 hours, 2 hours a night = 24 days to level ONE character. And that's if you fully invest your free time to this one aspect of this single game.
6 allied races, plus more to come = at least 144 days you could be spending doing actual BfA content or anything else more productive.
This wouldn't be THAT much of a problem if they removed the heritage armour acquisition and just put it as the rep reward, and put the allied race as the reward for doing the zone story.
Last edited by mmocd2f4dc063e; 2018-01-20 at 04:58 PM.
wait how was he banned?
1 post, no infraction....
did he tell a mod to kil themselvesi n privateo r someting
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i think you forget
A. rested exp exists
B. the average player does not have ONLY TWO HOURS A NIGHT to play
C. if people dont wanna level their allied races they dont need to, i find it weird you seem like people are forced to do so.