I bet the wardrobe feature won't come to WoW until 2 expansions from now, and then it'll only include green and blue armor sets "coz reasons".
I bet the wardrobe feature won't come to WoW until 2 expansions from now, and then it'll only include green and blue armor sets "coz reasons".
When do we get the possiblities to dye our armor in wow and hereby distinct your character from the rest - wtb naow!!
Rift wardrobe has been around since the game's release, and much easier to manage than transmog.
so the most killed mythic boss is beastlord sitting at 1.4% of the total wow playerbase and I find it pretty sad so few get to experience top tier raiding.
One problem sign that I can see amongst all raiding guilds is recruiting people. Nobody wants to join a heroic guild, the only people getting recruits worth anything or even at all are already established mythic guilds.
My raid team is capable of doing mythics, we just cant get enough recruits to get a consistent 20 man roster. Either they need to go back to flex mythic, or reduce mythic requirement to 15 people.
It's just too hard to get 20+ skilled people online at the same time for multiple days for several hours. If it could be 15+ flex, we would actually be able to work on Mythic! At least in the pre-mythic stages of MoP, our 10 man guild (at the time) could work on top tier content albeit harder restrictions on smaller groups.
as of right now we're stuck on the recruitment boss with a full heroic geared group hoping for warforged/socketed drops.... for 6.2 I guess?
This is not a matter of boss and raid difficulty, this is a matter of getting enough people together.
I honestly don't know why they don't just simply make all raid content 10-man. It's easier for many larger guilds to do two 10-man teams than for small guilds to do one 20-man. At this time I'd simply trash LFR, Flex, and go to a 10-man normal to heroic setup. Then spend more time working on my dungeons to make their heroic versions more difficult with greater reward/opportunity for progression for those that just can't get into the raiding scene.
Right now dungeons are about pointless. LFR is about pointless. Mythic is about pointless. Why? Because they either don't really provide the game much of anything or are so remotely accessed they might as well be a non-feature for 90% of the population. This is why the game feels so featureless right now. This is honestly one of the most poorly managed endgames to date.
Bolster your non-raiding content and paths of progression. Simplify and downsize raiding content for easier assembling of teams.
Right now I love FFXIV because I can farm dungeons(and they're well-designed and fun) for points which allow me to get my characters to ilvl100 as fast as I desire. Then from there I can run Syrcus Tower, a pug raid designed purely with that in mind, and farm sands/oils to improve said items to ilvl110. Meanwhile I have poetic points which are capped weekly; however, provide me with ilvl120 gear. Much like the ilvl100 stuff, I can grab a weekly, do the three-set of pug raids(Labyrinth of the Ancients, Syrcus Tower, and World of Darkness), and upgrade each 120 item to 130. That's as high as the gear from the most difficult raid content in the game.
Basically, you can be as strong as you desire without even raiding really and it's fun to do so. While the raid content, which is more hardcore in nature, provides people with a great challenge and experience for probably what is easily the coolest looking gear in the game. You really pop with that stuff on. You also only need 8 people to do it while the 24-man content is the pugged raids I was talking about. Literally 3-team raids and they're fun as hell and anyone can do them.
I 'unno, for a game with HUGE emphasis on the very back-end of their content Blizzard just doesn't really impress as of late. They seem to be getting worse.
Last edited by Rudol Von Stroheim; 2015-03-27 at 02:39 PM.
Well considering all of us quit the game after ToT in MoP (because of non flex specific 10 man raiding that was poorly tuned requiring 11-12 raiders to adjust per fight need) and came back for WoD, We started recruiting in WoD. Merged with some old friends that were pretty good and managed to get about 16 people. It's just an up and down of recruits from the beginning.
you are just reinforcing my point, the only people getting recruits are already established mythic guilds.
you've had a year, lol wtf.
Great turnout lol. Would love to see that further broken down by LFR/N/H. I imagine LFR is heavily propping up those bars.
I wonder if they're going to continue to limit LFR loot (no tier) and making us wait longer to access the wings? Seems like they're inhibiting the vast majority of the player base. Curious about Normal and Heroic attendance, though.
It seems to me that coming up with new ways to dress up our dolls is much more stimulating content than raids are.
"World of Dollcraft"
I would have to agree totally with you. I remember while back in beta, so many were calling this the best expansion in the game. I am not sure how many of those people actually had beta access, but I was not see the same things they were. Blizzard got a ton of feedback, but yet chose not to really take much of it. I also remember people constantly asking questions about the lack of content. The timeless isle approach and using it in and entire world of content was a disaster in the making. How they equated a catch up featured island to a total successful one enough to apply it to a whole world of content, was beyond me.
At this point, I enjoyed Cata more than this one and I simply hated Cata as a whole. I doubt given what they have delivered to date,6.2 is going to get any better. If we simply get more garrison stuff and jumping puzzles to go along with some more selfie stuff, I will have to simply stop playing this game.
I was really hoping for the 2nd coming of TBC or even Wrath from a story perspective, this does not even get close to what little they had for a story in Cata, let alone either of those two expansion. They sure as hell put a lot of pressure on 6.2 to deliver big and big it better or this won't be going down as the best expansion. The world look amazing, BRF from a design is also amazing, some of the featured tech is some of the best they have done to date, yet it lack a story, most if not all the content has to been consumed by many many times over by now. Dungeons that have little or no purpose, nicely done for a change, but no real reason to go back through them once one get whatever gear they need and dungeon achievements.
In many parts of this content it feel very incomplete for what has been done. Things feel a bit hurried in places, maybe to see the light of day in another patch, maybe not. It feels in those places that it was simply slapped together at the last minute and not the two or three years plus they actually been working on it. Seem like they started creating the content when they brought 5.4 out or after that. They have said in the past that they are always working on the next expansion while still working on the current and they are conceptualizing and design for the next one after that. If this is true, then how did they only get what they launched done?
Seem in the past with a smaller team they pumped out far more than this huge one they have now. WoW been their cash cow to be able to do other games. Seems at this point, they are just trying to milk it out for all its worth. Which is sad when one gives it some thought. This could have been the best work they have done, but someone chose to get greedy and give back not so much in return. This expansion so far is more like a glorified content patch with a lot of dungeons and couple raids. Using difficulties to equate them as additional content, just means they tried to cut corners elsewhere thinking the masses would not notice it much. The graphs above with the snapshot they give more than show the level of raid participation in this game. Yet they put the most effort into creating that content and not so much to what people seem be doing.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
I starting up a brand new raiding guild in January and have recruited my way up to 20+ and am starting to do mythic raids, granted i am on a high pop server, but a majority of them have been recruits from other servers. It is absolutely possible, but i'm sorry its been hard for you guys.
Exactly and nobody wanted to be the 11th/12th. which is why flex was such a great addition, everyone could go without hurting the raid.
Once we lost a critical floater that rotated evenly, we started to lose progression. Once we lost the second tank, even after several new tank recruits we couldnt get back to where we were and the guild crumbled.
I sadly forsee the same thing happening now. People arent going to stick around to continue clearing heroic for no reason, they will want to advance to mythic.
We cant get a 20+ man roster even with multiple forum recruitment posts, trade chat spam, and paid server transfers for those prepared/interested for mythic.
tell me that isnt a player restriction.
I bet if they broke the numbers down further the vast majority in the first chart would be those that cleared the raid content on the LFR, yet you are conveying it be removed. The next two charts more than take a snapshot of how many people actually raid in an organized group or use the group finder to do so to clear the content. It sad they spend the greatest amount of design and development still on a feature that even people largely are not going into those difficulties or very few are able to go into those difficulties. Actually, I would love for them to give as much effort they do in raid content to the world content as whole. Jumping puzzles, garrisons, selfie cameras, twitter integration to further bolster the "ME" crowd of the game.
The world in most part plays more like a single player game, than a MMO and for those that usually try to get a group together for a world boss or an apexis daily on an alt and even a few months back when everyone was still doing those, were simply met on my realm with stop spamming general or what not and use the group finder to join a group. The fact that a person can't get in a group on their own realm and have to resort having to go on the group finder to join one on another realm. more than tells the state of the current players that play this game. Mind you not all people that play are numb nuts, but there are enough of them that it just makes wanting to do any group content a horrid experience outside a group of friends.
It also does not matter, if these people are in the minority or not. The fact they are in the game makes it less a wonderful experience for everyone that has to come in contact with them on any level of content in this game. They used to be largely put in a box before we got all the cross-realm crap put in the game. At least if someone acted up they were simply treated like they were a plague and they had to resort to name changes and in most cases had to either transfer off the realm or leave the game because no one wanted to deal with their crap. This does not happens anymore, there are very few check and balances to use for the player anymore to combat the idiot of the game. Blizzard open the flood gates and the genie is completely out of the bottle now and everyone get to experience the garbage now, not just a few.
Bullshit. My guild was newly formed with WoD Mythic raiding in mind and we don't have problems recruiting. And that considering that we aren't a top 100 guild and we are on a low population server. If you don't put in the effort, you won't get anywhere, and that's how it is supposed to be.