No, I genuinely think they think they're making the right decisions. And, I think they're putting a corporate spin on it. The decision to make world quests even more horrible than they already are was testament to that.
It's quite the opposite. It's that Blizzard straight-up ignores almost all feedback it gets (especially during beta tests, bewilderingly), not that they don't get plenty of constructive feedback. They just don't give a fuck unless the PR team thinks there might be a subscription issue due to something.
While immunity exploits have been around forever, it's only been a more recent development that players I think have been taking advantage of taking as much damage as possible before dying - and largely I think the onset of M+ has had a lot to do with this. We only really saw this start to happen Cata forward, and I'd argue that the meta where one-shot mechanics spread around an entire raid was more a thing in the past and isn't as prevalent nowadays because of how it made people feel then and how it was removed going forward. We still see one-shot mechanics for sure, but it isn't something that as many players have to deal with on a more impactful level at least in regards to how it could wipe an entire raid before, for example, which is what I'm mostly referring to. The situation today is quite a bit different. I think the meta of personal responsibility has edged more towards personal accountability and less towards group punishment in recent expansions because of that feedback from those expansions, and I don't think it'd be received well if it regressed back to that, I think that the same complaints just come around again and people get reminded of those old tiers that had that kind of problem and people would ask, "why are we here again, didn't they learn?"
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Visual flourishes like, "stinky," because, you stood in the poo, is one way to do this type of thing. You have residual effects on you that make sense for the kind of mechanic you were supposed to deal with, and because you didn't evade it correctly, or didn't interrupt, or whatever, the effect goes out and this kind of flourish then is more obvious. And because people don't want to get marked and visually called out to the rest of the group like this, they'll want to organically look out for abilities that will do this kind of thing and try to counter and avoid that because it can feel bad to be called out like this.
Without visual indicators to occur and persist after an effect, it can be hard for people to pinpoint when in a fight something started - and if it refreshes, like oh man the sinky effect got refreshed, shouldn't have stood in the sludge, then hey - that kind of thing becomes more obvious to people. People can't just be hit with flat damage, have their character just stand there with less health with nothing visual on the environment, or boss, or adds, or themselves, to leave any kind of indication what happened and what they can improve on next time. People's reaction times are getting faster in WoW, people are getting better at the game so sure this is a hard problem in terms of making things obvious while still making it resonate with the skill level. Understandable. But they won't learn if they can't understand what happened and then the only option is death resetting until the answer is known, and that's just a waste of time. If the only answer is to go into a death log or a damage recount log to figure it out what hurt so bad, the problem wasn't being conveyed properly visually or even audibly. You should know what happened. You should know what to do. Reacting can be hard, doing it mechanically can be difficult, but there needs to be conveyance.
Last edited by Razion; 2021-04-09 at 11:41 PM.
Open the dungeon journal. Yes there're mechanics and a basic talk through for each role.
Earlier you were saying dungeons, not raids. Now you're saying checkpoint quests. Are you going to keep pushing the goalposts back and have you really thought through what it is you're asking for?
Challenge Mode : Play WoW like my disability has me play:
You will need two people, Brian MUST use the mouse for movement/looking and John MUST use the keyboard for casting, attacking, healing etc.
Briand and John share the same goal, same intentions - but they can't talk to each other, however they can react to each other's in game activities.
Now see how far Brian and John get in WoW.
You say that it lacks "proper" feedback. Thats not the problem. There is a lot of proper feedback, but we're simple humans. Smart and stupid in abundance. What we do not like or respect is people talking down on the things we like. So proper and constructive critique against something you like might just look like irrational hate in your eyes. Instead of getting blodshot eyes as these posts, maybe sit back and ponder on what they're complaining about and not focusing too much on how they word it. Maybe you'll see that sometimes they've got a point.
as some ppl mentioned, this CAN be done. but to achieve this, you had to do something like proving grounds for every spec, perfectly adapted to that spec. since proving grounds was not a good measurement, cause for some specs it was trivial, while for others hardcore. if Blizz WOULD do this (which they will not, because its a horrible lot of effort) and ppl can really surely say „this is really a good outlaw rogue“ or this is really a good mistweaver monk“ it will became a useful measurement, after time. but since ppl are heavily focused on simple numbers, you have to hide itemlevel and give silver or gold a number.
they keep giving beta/alpha access to streamers and friends in their streamer circle that dont actually fill out reports... but simply joke about them or push the responsibility on other people. I saw a stream where crap like that was openly said.
Challenge Mode : Play WoW like my disability has me play:
You will need two people, Brian MUST use the mouse for movement/looking and John MUST use the keyboard for casting, attacking, healing etc.
Briand and John share the same goal, same intentions - but they can't talk to each other, however they can react to each other's in game activities.
Now see how far Brian and John get in WoW.