I blame raiding. Currently in wow a section of the community only cares about raiding so for them levelling is a chore to be completed quickly. They are terrified that if it takes too long they won't be ready for when the first raid of the expansion drops. Frankly, those people should just buy boosts and leave the levelling to those who actually enjoy it.
I wish they would just add elites back to zone areas, and elite group quests that can't be solo'd even in full heirlooms.
And I saw, and behold, a pale horse: and he that sat upon him, his name was Death; and Hades followed with him. And there was given unto them authority over the fourth part of the earth, to kill with sword, and with famine, and with death, and by the wild beasts of the earth.
Agreed. Leaving the city and adventuring in the wilds should come with an air of danger. That's how it is in all the good stories. If you don't have to play with your head on a swivel, it's not really adventure.
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Yes! And have more of those elites that wonder about instead of waiting in one place for you to come find them.
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I enjoy both raid and leveling; I would support this. If I am in a hurry I can boost a toon; otherwise let me enjoy my leveling.
"I Am Vengeance. I Am The Night. I Am Felfáádaern!"
1GCD or 6 still doesnt change the fact that 99% of the mobs still are no threat, Im in the burning steppes running into a group of 5+ and Im not even bothering with interrupts, CC's or CD's. My play style hasn't change, I still dont care about a rotation, the only thing thats changed is TTK. I've watched plenty of people talking about how great it is to level now and blah blah blah. Meanwhile they still dont do a rotation, what ever button lights up or comes off CD, meanwhile taking the bare minimal of damage. Telling people how great it is to relive the story but read zero quest text, dealing with Npcs worrying about a threat long since dead...
I blame Blizzard, they are the ones who started reducing the Xp needed back in Wrath. There the ones who came up with the whole "get to endgame faster, or Buy a boost, raid with ur friends!" campaign. When Warlords came out and the level squished happened they didn't go back to adjust anything, just let the squish further cripple the leveling. Besides, why fuck with heirlooms or Xp pot drops. Why not keep that for the players who want the faster route.
Why? Its not like were getting a shit ton of players in the various zones. I was in the Steppes with 2 other people, those 2 people weren't even from my joined servers. So even CRZ struggles to put people in a zone..
It's for new players. If you've been playing for 10 years you should be making enough gold in game to buy a character boost.
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It's not meant to be more challenging, it's meant to be more interesting. 1 shotting every mob you see doesn't really teach you much about the game. You don't use 90% of your character's abilities when that is the case. I am leveling a new warlock now and it's actually quite nice to have to refresh Agony and Corruption on dungeon bosses since they no longer die in 4 globals.
so i just started leveling my shadow priest.....you can not pull 5 mobs without dying though i may be to blame due to my 700ms ping
its really not all that bad though i mean in 30 minutes i went from 24-27 in redridge and thats without the constant dotting and run tactic i used to be able to do
also its not 3 times longer its about 20% at max
Interestingly, I am pretty sure random dungeons are currently bugged...
The reward for doing a random dungeon at level 20 is some xp and 15 silver. But it gave me 15 gold!
Made it a lot easier to buy bags and enchants on a freshly rolled character on a new server.
Wow man...your post is full of so MANY assumptions about how other people play. This is EXACTLY what I was talking about when I said that people's perspective was skewed by the previous balance of the game. You've come to much to expect to steamroll through everything that you think that's the default.
Now before you lose your mind here, I agree that mob AI should be improved. It should have been improved 3 expansions ago. There are other ways of increasing the challenge and depth of the quest/leveling experience. But that's a separate issue.
Increasing mob health, as we've seen(and keep repeating), didn't actually increase the time as much as people assumed. It's actually having very little impact. The purpose of increasing health wasn't to make the game more challenging, it was to bring mob health in line with the new scaling system so that a proper pace and balance was maintained. I think the new system is a definite improvement over the old, but it DOES still need some work. I completely agree with you there.
But people are freaking out about what amounts to a necessary mechanical upgrade to the underlying systems of the game. All because of a false perception that it increases leveling time.
Without new players the game dies. There are still people picking up the game all the time. It's not a waste of time at all.
What is a waste of time is spending 5-6 days leveling a new character to 100 when you could simply buy a boost with gold earned playing your existing max level characters. There's not really a big need to make the leveling experience exciting for people who've been playing the game for many years.
Last edited by ydraw; 2018-01-21 at 09:33 AM.
Where do you get this statistic that "very few" are interested in this change? You and your circle of friends? Some posters on the forums?
Well to counter this, some other posters on the forums including lots of posts on the main forums do like this change a lot.
Glad we got this sorted out
It's a good change...kind of. The problem is they didn't go all the way with it. The mobs don't hit harder. They don't do more damage. Players still aren't in danger. You can't die unless you're terrible. You still just gather as many mobs as you can and aoe them all down, rise and repeat.
So the result is it's not more engaging or challenging. It's ONLY tedious.
I really doubt that, seeing how zones are just as dead as always, dungeon queues are 10 times as long as normal and pretty much all wow forums are filled with complaints, way above the usual amount.
Glad we got that sorted out. Again though, it's a really old game. It is very unlikely that new players will find it that intresting and much more likely that the players that are still left are ok with spending real money in order to avoid the tedious leveling experience. Blizzard is just capitalizing on that. It makes snense but it also makes the game less enjoyable.
problem is not how long the mobs live. thats fine.
problem is they should deal around 30% more dmg.
until that change, you keep piss easy stuff, ppl just wanna rush, but instead feels like chewing gum.
also they should give 20% more xp, to compensate longer fights, and dont make leveling longer than it needs.
but exactly that, half the community has also said after and while ptr.
so there are no surprises here, including the fact that blizz dont listen, as usual.
for me personally, i would be even happy, when they finally know what they want.
either you want a fast pace brainless game, or challenge. now its nothing of both. and sucks.
Last edited by Niwes; 2018-01-21 at 09:54 AM.
What did you expect?
Leveling is sooooo fked up in so many ways. There is no progression, no rewards, just grind until you reach endgame and start playing the game. A bad bandaid like scaling and giving more hp mobs wont change that. Even making it challenging would only make it fun for a bit. Still no progression, no rewards, no journey. Just the grind to max level.