Bellular on removing great vault from the game

The vault is missing longer term goals, and rollover between weeks.

Some of us play a lot one week and don’t another, and get penalized for it.

They need season/month long goals that are some kind of cosmetic, that aren’t KSM or AOTC stuff.

Yep. The vault should give gold and currency rewards based on amount done.

Currency should buy gear.

M+ loot ilvl should be boosted to compensate.

1 Like

Agree X1000 And NOT gated behind IO Score or Renown Level. We get Honor and Conquest depending on PvP, why not same for Dungeons completed or raid bosses, and then we can BUY what slot we need Guaranteed, And upgrade it from there, instead of literally ONE piece of RNG gear from doing all that weekly grind.

I actually agree with it being gated behind rating score.

But there shouldn’t be so few break points. Should have more levels within the rating score each for less ilvl upgrades. So even if you don’t reach the next BIG breakpoint you keep advancing if your score does

Is this for a personal motivation? Genuinely asking and curious, No hate, just a conversation.

I prefer it Not to be gated because I dont want it to be about a Score, I prefer it just as a fun challenge to complete. I took a long break during most of 9.2 and came back and found in now have a Score tied to my M+. My score is a 200±? TBH I dont even know, or care, Also I have lots of Valor i cannot use unless i bump my score up, But since Im being “Graded” on my M+ I could care less to even partake in it. Thats my reasoning. I just want to do M+ to do M+. And upgrade my stuff as I plesae.

I think you should have to achieve a certain rating to get gear.

But I think instead of having to go up say 500 rating to get say 15 more ilvls I’d prefer it goes up 3 ilvl per 100 rating. Makes more sense. Feels
More like progressions. Gives slight benefits that lead to a person being able to achieve the higher rating.

This came up in the beta forums.

The GV isn’t really that much better than the prior weekly chest.

The prior weekly chest gave you 1% chance at the item you wanted for 1 dungeon (as you get towards the tail end of your gearing curve). The GV is roughly 4.5% for clearing 10. Those odds really aren’t that great for the amount of effort.

The raid gearing seems almost too powerful, until again you get towards the tail end. They should have just increased the proc chance of bonus rolls or made it so that it was 100% but you could only use one per week (regardless of how many you have pooled). They could even make it so that the currency for the bonus rolls comes from bosses that don’t drop any loot.

PvP is still a mess.

Game theory was taken as a flippant Hmmpf! As if game theory was a myth.

All the tried and true methods easily disgarded thinking oh when they get they will get it. So go against game theory and you will kill any game.

yes agreed. this is what blizzard dont understand. its that for the hugely vast majority of us once we gear 1 toon we will move on to an alt and another alt and another and so on. but instead some just get so frustrated with this nonsense they just pack up and quit until the next patch or xpac

3 Likes

You are missing the point. I’m not going to say deliberately cause that’s useless forum sparing. But could be, duno. At this point though, it’s 2x now, not going for 3.

?

I already replied to you.

1 Like

Not sure what this means.

It was as much timing/luck as anything. Not nearly as much competition as today. Also far more friendly than other MMO’s of the time (no xp loss on death, don’t lose all your gear on death, no perma-death, etc.).

If vanilla released today with the amount of competition there is today it would have flopped. Just look at Wildstar which had as much content as vanilla did if not more.

Can we stop parroting streamers and think for ourselves?

The person who was in charge of designing the great vault just left the company. Coincidence?

Not sure what this means. There were tons and tons and tons of MMOs back then.

Bro, the MMO market is relatively smaller than it used to be in terms of big budget titles, because WoW mostly killed them all.

I mean, yeah, it was friendly because you could play by yourself. You’re agreeing with me.

When Vanilla WoW launched? Not popular ones. Certainly not ones that suffered from the 3 cardinal sins I mentioned which is what made WoW standout.

I listed what made it “friendly”. It wasn’t playing by yourself.

You could play any game “by yourself” if all you mean is leveling.

Vanilla was raid or bust for the best gear, or you could do PvP which still required queueing and likely a small group to increase odds of success, and dungeons were group content as well (no group finder at the time).

So no, I disagree that your definition of friendly is what made it popular.

It was the ability to play by yourself.

Leveling was a big part of WoW back in the day, especially for players new to MMOs.

What does popular mean? Casual friendly? I mean at a certain point that’s just saying “WoW didn’t exist before WoW existed”. Yes, WoW was the game that took the MMO industry and made it mainstream and casual… because you could play by yourself.

I don’t even know what you’re trying to say at this point.

It still is for a lot of people that I know in game. More people do Chromie time and level than do endgame. The zone scaling was a great feature

I agree. Having said that, my point is more-so that in Vanilla WoW, that represented a larger share of the player-base than today.

I mean, the idea that WoW blew up because of Vanilla Raids is laughable. Just laughable. I couldn’t spam enough kekws. Blizzard legitimately re-released Vanilla raid content and the community ate it up because raiding in Vanilla WoW was basically trash that only a minority of people actually did.

I think loot progression would feel better if items only came from 1 source, where they originally dropped.

I would replace GV with a system that granted some number of currency based on content completed. The currency can be “socketed” into the loot tables to increase the change of a specific item dropping for you (more tokens allocated, higher % drop rate). All socketed currency consumed if that item drops, otherwise, you keep it (and could move it to another item freely, or save it up)

Backend game engine would need an overhaul to support that though. The advantage being true bad luck protection (weeks of currency investment could yield an extreme high drop %, maybe even 100%), and no more disappointment from weekly vault. It could work on both raid & M+ loot tables.

At that point it could be a super slow system that really only augments loot from normal acquisition, allowing you to target maybe 1 item every 6 weeks. It would eliminate the “Its been 3 months and I just can’t get this specific trinket”. It also makes it not just a “badge of justice” where you can get an item w/o doing the content its from at all.