Hm? I still get more or less the same queue times as either of the three roles. And Blizz also realised people need more bronze tokens to collect the things they need to connect, and they appropriately let timewalking award bronze tokens. Got my 4th T2 set from running timewalking a few times across different alts.
200 dropped. Not 500. And those 200 were marked as Warband, i.e. I really doubt, they will drop again this week.
P.S. Some title bug present ATM - I constantly get some titles every time I log in and go to outdoor.
P.P.S. 200 drops each time. Better than nothing, but it's still 2.5x nerf.
Last edited by WowIsDead64; 2024-11-01 at 01:21 PM.
FOMO, gating, RNG, grind, overtuning, competition - endgame.
Solo MMO: no more humiliating queues and toxic competing.
Aggro and combat: game would only be better without obsoleted mechanics.
DF in a nutshell: GW2 copy-paste with AFK events and nothing to do.
that's because you did it already on your main. https://www.wowhead.com/news/the-war...or-alts-347677
first final boss kill in a TW dungeon on your main, you get a quest that gives 500 timewarped badges. then if you do it on your alts, you get 200. I literally just did a dungeon on an alt and got the quest for 200.
Blizzard hate and drama is one thing but let's be honest ... currently the game is at very bad time when it comes to bugs, ranging from as small as even weeklies not resetting, requiring expansions for no reason, not awarding the tokens to more horrible bugs like abilities pulling random groups in dungeons and invisible mechanics in raids. Let's also not bring into discussion the warband.
Yeah. Nerf confirmed. I was getting 500 for whole previous week. Now it's 200. Yeah, it's nerf, but it's bearable, because I already have everything except rings and trinkets upgraded. It will cause problems with obtaining 80lvl heirlooms, but I'll try to grind badges in advance this time.
If Blizzard will make weekly completely Warband-bound, they will need to buff badge incomes or nerf prices. Because, you know, 1k badges on average per heirloom upgrade is insane. For ~100 items it's about 500k badges. At 10 badges/boss ratio it would mean 50k boss kills.
And heirlooms aren't just QOL things. They're essentially mandatory due to how broken leveling is. Leveling is too quick for gear upgrading rate. It's obvious problem. Leveling becomes quicker and quicker with each subsequent xpack. But reward obtaining rate stays the same. This includes both quests drops and dungeon reward droprates. It was pretty clear, that someday this would break leveling.
At the same time heirlooms are no longer superior, so they no longer worth their gold price. I'm ready to grind them at max level, but their price should be reasonable. One upgrade per 2 Timewalking dungeon runs was reasonable. One upgrade per 100 boss kills isn't, sorry.
Last edited by WowIsDead64; 2024-11-01 at 09:02 PM.
FOMO, gating, RNG, grind, overtuning, competition - endgame.
Solo MMO: no more humiliating queues and toxic competing.
Aggro and combat: game would only be better without obsoleted mechanics.
DF in a nutshell: GW2 copy-paste with AFK events and nothing to do.
FOMO, gating, RNG, grind, overtuning, competition - endgame.
Solo MMO: no more humiliating queues and toxic competing.
Aggro and combat: game would only be better without obsoleted mechanics.
DF in a nutshell: GW2 copy-paste with AFK events and nothing to do.
No it’s not a nerf. A nerf implies that 500 was standard for all characters, but it wasn’t. The changes were announced weeks before the patch dropped. The 500 you got on alts was a mistake, which Blizzard fixed
- - - Updated - - -
Wait so you were saving for the Brutosaur mount and decided to spend a chunk of gold on heirlooms despite knowing that it was being removed from the vendor? Also how were you even going to get there, wasn’t it removed from the vendor in Dazar’alor before BfA became part of the base game?
FOMO: "Fear Of Missing Out", also commonly known as people with a mental issue of managing time and activities, many expecting others to fit into their schedule so they don't miss out on things to come. If FOMO becomes a problem for you, do seek help, it can be a very unhealthy lifestyle..
Logic is simple. It's about moving towards account-wide everything. Problem is - prices/droprates should be tuned in this case. Imagine such thing, as account-wide raid CD. Getting 0.1% droprate mounts is already almost impossible. Some players spend thousands of tries. Making CD account-wide would make this task mathematically impossible. Same here. 10 badges per boss - isn't reasonable income, when buying rewards requires thousands of them. So, if Blizzard nerf/remove repeatable source of badges, they should compensate it.
Blizzard don't understand one problem about account-wide things. Not all things should be account-wide. Only those, players don't want to repeat. For example grinding same rep on every character is pointless and just creates extra wall between player and his alts. Player is in lose-lose situation. He has to make bad choice between some boring infinite grind on main and losing overall progression due to switching to alt. But what shouldn't be account-wide - is content itself. If player wants to play MORE, he should be able to. If playing more is unhealthy due to exceeding amount of grind required - then ROOT of this problem should be fixed, i.e. that grind, not just symptoms.
P.S. And 500 badges reward has existed for years. What do you mean, it wasn't standard? It was. Blizzard simply decided to nerf it. As always. Because we're supposed to buy tokens to pay 7500 per heirloom upgrade, yeah?
P.P.S. And account-wide raid CD - is bad example. Cuz badge grind - is infinite repeatable grind anyway, that is limited by duration of event only. Only difference - player with 65 alts available could grind badges at ~100 per boss, that was much more reasonable, than ~10. If Blizzard don't want players to perform unhealthy grinds - they shouldn't implement such grinds in a first place. They should understand one simple thing. At the end we buy games to play them, not just because we want rewards. Rewards are meaningless, if they aren't useful in game. So that "Gate rewards behind specific content, otherwise players would choose path of least resistance" is faulty. We choose path of least resistance because at the and we WANT TO PLAY WHAT WE LIKE AND HATE BEING FORCED TO PLAY SPECIFIC CONTENT, CUZ DEVS CREATED IT AND NOW DON'T WANT IT TO BE JUST WASTED. So, we want to complete mandatory grind ASAP and then switch to what we like. Yeah, we still should be motivated to do what we like. Cuz at the end we play RPG and RPG is about character progression. But this two things should be combined - good content, player likes, that provides good rewards, player wants. That's it. What reward system is really needed - is universal currency. We had one in the past. Gold. Before Blizzard decided to sell it for $$$.
Last edited by WowIsDead64; 2024-11-02 at 09:01 AM.
FOMO, gating, RNG, grind, overtuning, competition - endgame.
Solo MMO: no more humiliating queues and toxic competing.
Aggro and combat: game would only be better without obsoleted mechanics.
DF in a nutshell: GW2 copy-paste with AFK events and nothing to do.
Yeah. Unfortunately heirlooms are mandatory. Still having two 16ilvl items at level 43 and changing 16ilvl item to 214ilvl item, that is +200ilvls upgrade - is all you need to know about current LFD reward system.
FOMO, gating, RNG, grind, overtuning, competition - endgame.
Solo MMO: no more humiliating queues and toxic competing.
Aggro and combat: game would only be better without obsoleted mechanics.
DF in a nutshell: GW2 copy-paste with AFK events and nothing to do.
You should understand situation correctly. 16ilvl gear - is gear, that is given to newly created allied race character. It's so nice to still have such gear at level 50.
One can argue, that leveling isn't important. One can argue, that Blizzard aren't stupid and that they compensate it somehow, like giving gear a little bit ahead of curve. Even if they do, it's just +1lvl vs what heirlooms provide. Definitely not enough. But it isn't way, game is supposed to be played. It's game. Playing game means following some core game mechanics. For RPG it's about getting upgrades. May be not getting rewards, you're supposed to get - isn't problem game mechanic vise. But it's psychological problem.
It's the same argument, we had back in 3.1, when Blizzard implemented arp stat due to ordinal stats going overcap. It was subpar for some specs, so sometimes even old Naxx gear was better. What argument I heard - was "Blizzard aren't stupid - they take it into account". Ok. May be it's true. But core game mechanic - to get BIS gear. And if I get subpar gear instead of potential BIS - then I just don't want such gear. Game is broken.
P.S. I've got last upgrade at 52lvl. +250ilvl upgrade, lol. Nice job, Blizzard.
Last edited by WowIsDead64; 2024-11-05 at 10:18 AM.
FOMO, gating, RNG, grind, overtuning, competition - endgame.
Solo MMO: no more humiliating queues and toxic competing.
Aggro and combat: game would only be better without obsoleted mechanics.
DF in a nutshell: GW2 copy-paste with AFK events and nothing to do.