This expansion has the most boring experience ever had.
I feel like any of the elites i've come across are at least slightly challenging, normal mobs not so much. Then again the danger often lies in overpulling.
Easy. Every single subscriber has to be able to get through it so the bar has to be set super low. If you want challenging content there is plenty to opt in to
Just take off gear until you reach the maximal amount of fun.
Wildstar may not have been successful because it didn't have a known IP to support it. Warcraft 3, Star Wars, Elder Scrolls, Final Fantasy, etc. I never played it, but it never really grabbed me because the IP looked weird and they promoted it with a furry. You can't just say it failed because "X". I'm sure there were multiple reasons why Wildstar failed.
Last edited by GreenJesus; 2020-11-26 at 11:21 PM.
Content isn't harder if mobs just have more health like OP is trying to point out. Some abilities you really should learn to sidestep so it becomes a habit. That becomes your strength later in dungeons and raids where not dodging really will kill you. This is why new players have hard time finding groups/avoiding getting kicked 'cause some veterans don't like teaching these basics to them.
Leveling content becoming just a bit more challenging makes game better for all types.
Okay then. Maybe Blizz will try it sometime, however I think as someone else said, they did try gear scaling once and people throw a metric fit about it, so IDK.
Crazy, it's almost like the questing is a small % of our overall playing, then we get into the real challenges - i.e. mythic+ dungeons/raiding.
I don't look at the questing to be the challenge, it's the storytelling part. I look at it to enjoy the story. Challenge comes in other areas of the game. A random trash mob outside shouldn't require loads of effort to kill. An Old God, for instance, should.
- - - Updated - - -
I would hope the leaders of the Alliance could help out fairly healthily. :P
See that's how I felt since Cataclysm, I've been telling friends that the mobs doing big obvious attacks in one direction with enough time for us to dodge is not an advancement, It's going backwards. Mobs before weren't perfect, but you knew that a bandit from Elwynn could backstab you if you turn your back to him, or throw blinding powder at your pet (or ally) or try to do multiple stab attacks so you have to prepare for it (I'm making that up, but imagine if). That feels more threatening than obvious frontal cone attack #26
You right. Imean, if we wanna pull lots of mobs it should come with risks, consider what mobs we pulling, some might need interrupts or constant stuns, or kiting. But Blizzard, unfortunately, likes to pander and make the game "Accesible to all" which just makes it bad for everyone in reality, but hey, they don't listen. Somewhere deep In their offices sits a man who has no passion, no drive to make the game, and you might think his name is Ion the Game Director but in reality....... he is the SHA of PRIDE.
Permabanned on WoW since April 14th 2015, main acc I had since vanilla gone and trashed for no good reason, 6+ years later still banned with more appeals resulting in my BATTLENET games being suspended for a month eachtime I try making TICKETS because I'm asking for help with the perma ban. Blizzard has stopped caring for their first veteran players and would rather we leave, considering the Lawsuit, can you afford to keep peps banned even for so long under questionable circumstances?
The thing is, its not only questing that has trivial difficulty and therefore offers no feeling of pride and accomplishment. It's next to any solo content. And you cannot argue that WoW is not a solo game, it is to some extend as you need to do your regular routine to get taken into groups. Or can i tell my raidlead "Sorry, going Maw and farming my anima or souls or whatever you get there is too boring, not feeling to do it. My numbers are 30% worse than the other guys in the raid, but see you next raid night then!" ?
Wow is wow, not expecting anything to change gameplay wise here, but they could at least make not using damage mitigation & interrupts somewhat punishing that you have to heal yourself up in one way or the other after a fight. Then you at least can have some "nice, i am still at good health, no time lost for regen, lets keep going" feeling.
- - - Updated - - -
But to do the challenging content you need to go through character progression and a big chunk of that is doing all the trivial no brain no skill solo content.
This is a signature of an ailing giant, boundless in pride, wit and strength.
Yet also as humble as health and humor permit.
Furthermore, I consider that Carthage Slam must be destroyed.
the biggest reason was that raiding was pointless. pvp was more powerful than gear from raids and it took a small fraction of the time to get the pvp gear. so raiding was dead and wildstar was competing with other pvp games and lost badly. in other words, horrifically bad gearing issues killed wildstar. it made all the issues with wow seem trivial.
TO FIX WOW:1. smaller server sizes & server-only LFG awarding satchels, so elite players help others. 2. "helper builds" with loom powers - talent trees so elite players cast buffs on low level players XP gain, HP/mana, regen, damage, etc. 3. "helper ilvl" scoring how much you help others. 4. observer games like in SC to watch/chat (like twitch but with MORE DETAILS & inside the wow UI) 5. guild leagues to compete with rival guilds for progression (with observer mode).6. jackpot world mobs.
Since the Shadowlands pre patch I love the flow of questing per expansion, it feels nice to quest and it's fun again. But...
I hate that you never get the big "oh daym" moments ever. If you crit an eviscerate as Rogue or do 2 crits in a row as a Warrior you feel like a god for a moment in Classic. That feeling is gone. Whatever I do, I could just spam Sinister Strike anyway since mobs would die almost as fast.
On top of that, you can't die. Literally can't die. I pulled 10 mobs on my rogue and it was no problems killing them. There is no threat, so there is no thrill in combat either.
There's a large chunk of people who only do quests and WQs, and never participate in higher levels of the game. If quests were made harder, those people would probably quit.
Not everything needs to be challenging to be entertaining or compelling to play. Not everyone is trying to push their skills to the limit every second they play the game. That's why Blizzard adds difficulty levels and multiple types of content.
Personnally, in Shadowlands, while leveling my main (Fire Mage), I found myself struggling quite a bit in certain situations, when pulling a bit too much or in zones with fast respawn. Upon reaching lvl 60, quests became somewhat harder at times, and I needed to focus a lot more. There is also max level areas in each zones with elite mobs that are quite difficult to get through. Additionally, doing quests in the Maw can be quite challenging to do. Of course, few mobs have special abilities but I think that's fine in outdoor content while dungeons and other instanced content gets more dynamic fights. Rares and elites sometimes have special abilities that can be challenging (not hard but ask players to be aware of what's going on).
To be honest, I never died while leveling in Shadowlands, but I'm kind of glad it didn't happened. I came close to dying a few times, and it made me appreciate the game even more than me dying, because it felt good being able to use all my skills to survivre and get through. I think it shows that the game is challenging enough and well balanced. I had to run away from some tough mobs I couldn't handle, knowing I'd to go back later. Felt good.
My Collection
- Bring back my damn zoom distance/MoP Portals - I read OP minimum, 1st page maximum-make wow alt friendly again -Please post constructively(topkek) -Kill myself
Because questing isn't meant to be a challenge. Arenas, raids, m+, and possibly Torghast (depending on how it goes on later layers) are the challenges in WoW. Quests are just there to give you something to do between the challenges.
Questing by design will *never* be difficult, it can be tedious by making mobs do more damage and making them take longer to kill (see classic) but it can never be made hard because that would require them to give each enemy in the world unique abilities and mechanics which is a pretty impossible task. And questing doesn't need to be hard to begin with, the rewards would have to be significantly better and then it would just be required to do more quests which would just make the game worse.
Honestly if they'd want more interesting mechanics they'd need to overhaul WoW's physics engine, i mean it'd be neat if mobs would alter the terrain on occasion while you could too.
Think i.e. a fallen tree being pulled off a hill that damages you and knocks you back on hit. But if left unattended a player could do the same to a mob, perhaps even instantly killing weaker ones or something.
This is a signature of an ailing giant, boundless in pride, wit and strength.
Yet also as humble as health and humor permit.
Furthermore, I consider that Carthage Slam must be destroyed.