Try leveling in BfA with heirlooms and not Azerite armor. It adds a little bit of fun and challenge.
Try leveling in BfA with heirlooms and not Azerite armor. It adds a little bit of fun and challenge.
I already said - if the outdoors scales infinitely, you get no functional power gain as you progress. As new patch content comes in, that should be somewhat hard at first until you okay that patch.
I prefer to spend more time on the new things than having stuff I did "back then" take just as much time as new things due to scaling. Under that model, you run out of time, because time does not scale.
Ingame right now I can blast thru an emissary in 5 minutes then go do something else. It certainly wasn't the case in 8.1 where the emissary actually was the reward. The only reason to do it now is the rep stacking for paragon gold.
Don't even start on "scaling up old raids!" ( To be fair I don't think you said this). I'm a mount and mog farmer, it's my primary reason for playing the game, and no, I do not want to assemble a group to farm Nighthold for a 1% drop. That's madness.
All outdoor content needs to be trivial because if it isn't players will ignore it. MoP really is the case study for this. Island of giants had a somewhat challenging world boss and wow players reacted by throwing raid after raid at it until the server broke and he could no longer cast his aoe attack on the realm I played on.
Time lost isles elite mob area was ignored by the lion's share of people except when they cut through it to fight a raid boss.
sure dude. Try that on you fresh character. My fresh fire mage dies in seconds on few elites while my 480 DH soloes 10m HP rares
Well to be fair, Timeless Isle had by far and away the worst navigation of any wow zone by orders of magnitude.
Catching an albatross and slow carry around and hope you drop in the exact right spot. Yeah, no.
The problem is power creep. When content is new it's kinda okay but since we're getting an expansions worth of iLvls in a single tier (compared to how it was back in TBC for example) we outpace the content ridiculously fast.
The only solution is to lessen the iLvl jumps drastically.
Let's say normal gives iLvl200, heroic iLvl210 and Mythic iLvl220.
When a new tier rolls around normal would be bumped up to 210, heroic to 220 and mythic to 230.
The way it has been in later years each tier has increased iLvls by 30 which obviously is way too much. In 3 tiers that's 90 iLvls vs 30 which would've been more reasonable.
The content is also tuned way too low to begin with but more importantly it's uniform across the board. It's perfectly fine to have easier areas and harder ones instead of one size fits all.
I think you have a poor memory. WotLK and WoD were completely trivial in the open world with some decent heroic dungeon gear.
They introduced ilvl scaling in legion and doubled down on it in BFA. Try the open world with fresh leveling gear. It won’t be trivial in BFA at all. You cannot use catch up gear as a metric. The point of that gear is to catch you up to other players.
Go to 8.2 zones in blues and greens or 8.3 zones in 8.2 catch up gear. You will be dying a lot and mobs will not just be falling over.
I'm okay with it being obliterated but I do like it when I can adjust the danger by pulling more. Sometimes mobbs just reset and I'm never able to get really high density. I hope to be able to just push myself a bit while doing booring stuff. Don't think it'll happen but ya know, one can hope
Because there are people who play wow to do raids / mythic+ / rated pvp and don't care about "the mighty outdoors" that are usually lame and boring, but of course a vocal sub group cried that wow became a "lobby game", "instance simulator" and whatnot so ofc it had to be ruined for everyone.
Remember the time when you could get your reps done by wearing a tabard in a dungeon and you didn't need outdoor grind? These times are gone.
Remember when you could efficiently level up in a new expansion by spamming dungeons? That's also gone, oh, also you have to do "loremaster" or some other crap to unlock "end game" so don't you dare to hope you can skip dreadful questing.
Remember when the only "weekly cap" you needed came from your main activity like pvp or raiding? Well now let's have AP, AP 2.0, Anima and other bullshit that needs to be grinded by mostly "world quests" or some other shitty activity nobody enjoys.
So it's fine when people make QQ threads about how "they're forced to raid" but it's not OK when people QQ about "being forced to do outdoor chores"?
Blizzard did everything to dilute the meaning of raiding meanwhile pushing mandatory outdoor grinds down everyone's throats, like 8.3 invasions to unlock the visions for mandatory cloak upgrades.
If they made enemies that people couldn’t initially kill then you would get a mob of entitled players crying because they feel that buying the game automatically entitles them to completion of content. And scaling sucks.
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This is what would happen if they made hard-mode servers:
1) All good players would move to hard-mode servers.
2) Bad players would start complaining that all the good players moved to hard-mode servers because now there is no one to carry them.
3) Bad players would also move to hard-mode servers to be carried through content by good players.
4) Bad players would start to complain that hard-mode servers are hard.
5) Blizzard would get a headache because of all the entitled bad players crying.
6) Blizzard would nerf hard-mode servers to stop the entitled crying and we would be back to point zero.
I really didnt ask to scale old raids and i respect your mog runs, no worries
But if old patch content reward isnt that important anyway, would it be that bad if it kept at least some challenge? When expac hit it can be made trivial (though i admit, the thought of all the content that's trivial in prior expacs which could have been an engaging activity is sad to me, but at least in past expansions i can accept it).
But if you wanna grind emissaries, and they do actually make you fight and stay awake, nothing majourly threatening but you know, kinda like a 450 char vs 8.3 stuff, would it be that bad?
OP here, I'm a raider, i love being able to just do what i want (say just raid log, just arena log, no rental power grinds). I'm not against you.
Im talking about making the outdoors not trivial for those who actually enjoy the outdoors. If you dont, in a decent outdoor design like wotlk (beside hodir giants rep? Been a while), or even late legion, you can raidlog all you want and never bother with other stuff.
But those that love the outdoors can have it be engaging again. Doesn't have to be two opposing perspectives.
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I did that. It's engaging for a bit, and then you get 440+ gear and do some m+ and its back to square one.
That's too short of a time, if we even assume the world must be made godmode at some point (why though?).
The scaling of gear vs mobs is too much, and that's just talking about 8.3 content. Anything below it and maybe nazjatar elites just dies if you look at it funny.
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You had tougher mobs in Thunder and Timeless Isles in Mists of Pandaria. Not everyone adored it like i did but i think it was well recieved. You didnt have to kill them if you didnt want to, just farming frogs or doing the easier areas was lucrative, more so even, then challenging yourself a bit and going to the ordon areas and caves. But you could.If they made enemies that people couldn’t initially kill then you would get a mob of entitled players crying because they feel that buying the game automatically entitles them to completion of content. And scaling sucks.
I think the key is to make mobs in general not fall over in one button, but keep the more challenging ones as optional content, not something critical for gear or progression.
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Classic creates engaging challenges in other ways then pure mob stats. It also had very slow regen for classes compared to today, and much less self healing. Thats not a bad model, but we have classic for that and its prolly too slow for most players. I like classic, but I'm happy wow moved to more fast paced decision based combat rather then constant efficency and regen concerns.
As for everything being trivial in bc onwards, we define trivial different, i think. I'm not saying i was concerned for my life while leveling or doing icc dailies, which is fine, its dailies. Not even during timeless isle most of the time. But i did needed to click buttons, and mobs survived for more then a couple secs. Now i can pull 20, 30 mobs in some zones,maybe more, and just click Cataclysm on dest lock or frozen orb on frost mage and they'll die, doesnt matter how many there are.
Back before legion, mobs weren't hard, but they had enough presence that you couldn't pull endlessly in most zones. Now its only 8.3 and even that, not for long. I miss having fun outside instances.
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I didn't ignore those. Loved to solo the giants. It's fine if most ignored them though, if they don't want the hassle, no need to force it. Whats important is that it exists for those who love it.
yes i am... as I got gear and power i should be able to destroy mobs that were a pain when leveling. its also why i hate scaling in RPGs
Member: Dragon Flight Alpha Club, Member since 7/20/22
I agree with you 100%, Npcs in the outdoor world should have more defensive, passive and offensice abitlies.
A first step in the right dirrection is the NPcs in darkshore and arathi Highlands, that they get some extra buffs that changes their gameplay, that is very interesting and cool, since it kinda forces us players to use our brain and not fall asleep... while doing outdoor content.
Something they could do is to implement the Island Npc Tecnology in the open world that would make Npcs less predictable and give us more for a true and alive world, where the Npcs would prove more of a challenge.
PS: to you Raiders that just want a brain dead world where they can kill eveything in seconds and just run back to their raids or dungeons, Blizzard should make it so that you dont need to to the outdoorworld... so that everyone can do the content they like and enjoy the most.
PPS: this way, eveyrone can get the content they like and make it all challenging
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One Learns most when Teaching others!
The old TB mentality that difficulty equals engagement equals fun isn't inherent untouchable doctrine - Timeless Isle was a great area, but just because you aren't falling asleep because you have to move out of fire plume pillars doesn't mean you're having fun (even if you are) and just because you aren't falling asleep in Stonecore because ogres are jumping all over your face doesn't mean it's fun (even if it *really* isn't). Now obviously there's a bit of an obvious difference in situations like Timeless Isle and Stonecore - you can do something about fire plumes by moving out of the way during the wind-up and by comparison Ogres are going to jump at your face whether you like it or not. What we can probably extrapolate from these situations and a game like Dark Souls is that people like being able to get out of the way of things that they can avoid. Unavoidable damage by comparison sucks. Heck, MMOs like Wildstar and Tera were built on these kinds of premises where telegraphed attacks are the bread and butter of the experience and to their credit I'd say they did these things well. You sure as heck can't call games like Wildstar or Tera "not engaging" because of the action combat - but taste is subjective and I doubt everyone would say these games were both inherently more fun than WoW all the time because again being engaged doesn't always make something more fun. It can be more fun, sometimes, but it's not a catch-all solution or ALL games would be made this way and certainly casual games that are easier wouldn't largely speaking be more successful if there was any merit to the idea that challenge always equaled fun.
I dont kill 30s while leveling lawl, im just your average wow guy. Im talking with catchup gear. Past 440, mobs just die in a single rotational aoe cd. Cataclysm for dest locks, a couple secs of frozen orb for mages, too many things to count for unholy dk, fan of knives for rogues, mobs just insta die. 8.3 still maintains some semblance of threat from mobs where you can't pull infinitely and of course horrific visions with masks also do, but that feels far too little. Rewards can be fast and non chore like even with mobs that can't be dozen-pulled.
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Interesting, didn't hear about wildstar. While i agree telegraphed attacks are one decent way to create engagement, (when not overdone), that's not the only way. Just simple mob stats not being trivialized by gear is enough to make you consider if you should pull 3 or more mobs repeatedly. Pulls with caster (not always) are also another way. I was surprised by how much dmg pulls in horrific visions can do when I'm pulling ranged mobs and dont mind them enough.
There's lots of ways, but at the very least stats have to be checked in. Be it some form of scaling so mobs grow weaker but not exponentially so with your gear, or the huge leaps of gear in wow's tiers need to be lessened. (as others have said, we jumped 200 ilvls since dinging 120 and nyalotha, that's crazy).
Im unsure blizz will have the care or the desire to tackle any of this just for some outdoor maniacs like me, but i believe the game can attract more people if it makes them appreciate their time outside raids and arenas as well (without forcing it). Here's hoping blizz might think so too.