Originally Posted by
smokii
repost from different thread, but just as relevant here:
i think blizz has just fallen foul of the corporate money men.
as pointed out here, blizz literally had to justify the amount of resources (i.e. people they pay money to create this stuff) spent on creating raid content. the question is, why? who came along and suddenly decided that raids were a waste of money? i'm not sure, but whoever it was hammered the first nail into WoW's coffin.
it all started going to shit when hard modes came out. blizz themselves admitted they were experimenting with the endgame system and trying to lure more people into raiding (again, to justify the expenditure on it's development, instead of additional world content for example - thus the old argument of "that'll cost a raid tier" when talking about adding additional content or system designs).
hard modes are not new content. they just aren't. there might be new abilities and more mobs to counter, but a UI switch is just pitiful. the Ulduar hard mode system was the best by far and they should've continued that trend. not all bosses needed hard modes. adding activated hard modes to the bosses it made sense to add them to should've been the way forward. but no, blizz felt it was better to give every boss a hardmode and increase the ilvl of the gear reward. which has led us into the current system.
in my opinion they should've just carried on with the Ulduar system, of adding activated harder difficulty modes on the more storied and lore appropriate bosses.
tiers used to be 13ilvls, hardmodes rewarded +7ilvl. this was a careful planned and math'd out progression system that was tied to the health/damage of mobs.
the problem was, they fucked this up in wotlk, by giving naxx 10, ilvl 200 loot, then naxx 25 ilvl 213, and then made it worse by having kel thuzad drop 213 in 10 man and 226 in 25 man.
so when ulduar came out, 10 man dropped 219 (226H), 25 man dropped 232 (239H) and suddenly player power was through the roof. as each tier progressed, the stats player were getting from gear, were making them more powerful than they should've been - which made outdoor world mobs ridiculously easy, which in turn means that the next tier of raid content had to be tuned up. however, because of this, blizz then had to tune up the badge/catch up rewards to ensure that players aren't left behind in new outdoor world content which had to be tuned up to cater to the now OP raiders.
the problem was, blizz latched onto this whole gear inflation idea to solve the symptoms of the problem, not the actual problem - which was that ilvls in raids had scaled unintentionally high.
instead of fixing the system in cataclysm, they leaned into it. so instead of outdoor content mobs of lvl 85 being consistent in the damage they dealt, whenever they released new patch content, the mobs would be incrementally harder to counter the gear inflation of players doing hardmode content. they then added catch up gear mechanics, to help other players bridge the gap.
now, it's gone to excessive levels. dungeon blues used to be effective against max level mobs for the entire expansion - now, you have to have catch up mechanisms in new areas, because the mobs are scaled up in difficulty to counter the gear inflation. non raiders will now grind a new set of gear to counter the higher level mobs. raiders grind out high level gear, next patch drops and the circle jerk continues.
it's now got to the point where it's actually really hard for blizz to fix the problem without a major system overhaul.
this wont be a popular opinion, but it's what i'd do if i had the keys to the castle.
i'd go back to 1 raid difficulty. utilising flex raid sizes and class metrics to scale the bosses appropriately in terms of damage dealt + healthpool.
i'd give at least 3 or 4 bosses per raid tier, activated, Ulduar style hardmodes.
loot would be back at 13ilvls per tier, hardmodes would reward +7ilvl.
hardmode loot would only fill a maximum of 3 slots per class. (probably weapons, shoulders, trinket) to limit the impact of gear over future content.
remove WF/TF/random sockets.
tier sets. up to 6 piece bonuses.
return to badge vendors to help negate unlucky RNG.
skill should not be punished.
mythic+ would be difficult to balance in terms of reward. but, could be more rewarding in terms of badge rewards, gold, transmog + mounts, M+ has become the prestige part of WoW. you dont need ilvl boosts if you're already really good at the game - it just makes the next tier of content easier for you. when you should rightfully want it to be challenging and not faceroll.
when rolling into a new tier of content, the bar for entry is a full set of the previous tiers ilvl.
honestly, the current system is a sham. it's a lottery. it's badly optimised for progression. it's badly itemised. it's not rewarding, it's just trying to keep you playing the game but for the wrong reasons. the lessons on progression should've been learnt by the first stat squish. the second stat squish just proved they've lost direction in how to progress. it can be fixed, but would need a serious design overhaul.
with the tech blizz have available these days, wow could and should be the fun, fulfilling, meaningful experience it used to be.
makes you wonder, if classic does well, whether they'll continue the original expansion roll out again, but with different changes to the systems as they age. i.e. not fucking up the ilvls in Naxx V2.
TL: DR the fundamental link between content difficulty, mob hp, ilvl and player satisfaction has been broken by hardmode content and ilvl inflation. fix the inflation problem, fix the game.
edit: also, timewalking + transmog running old content for people that don't raid, should be as much of a justification for creating raid content as hardcore raiding. in a game like WoW, the content lasts as long as players want something from it (mounts, pets, transmog, titles). when you make it easy to get, that desire easily wanes.