Blizz lost there chance to experiment for Season 4

I’m tired of this season and ready for anything new. All we get are Blackrook Hold keys and Galakrond’s fall. We’ve only done Everbloom once in the last 6 weeks.

“My source is that I made it the F@#& up.”

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Good ol’ trustme.bro

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Yeah same. It’s kind of sad, I really don’t understand how they managed to blunder their way into this after it only took 2 staff members to come up with an implement the SL fated season. It must be all hands on deck for the simultaneous development of the World Soul Saga expacs, if those disappoint ther is truly no excuse at this point.

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I know that everyone helped to play test this, since it was a secret with no PTR for player testing.

This is probably referring to that.

But you guys continue to believe this took away a raid tier or something if you want.

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Probably is doing some heavy lifting there, when it would have literally taken everyone to make this. Art, graphics, networking, UI team, spell creation team, NPC coding, voice actors.

You know this.

People are acting like it was just the Spellbreak team using copy/paste. The NPCS dont even function like the NPCs in WoW. The bird, same thing. The base melee? The Health Pot, the resurrection function, the cannon that shoots, everything had to be created exactly right for this game mode.

Spellbreak team didnt even have any knowledge about how World of Warcraft works. It would have been impossible for them to come in and do it all themselves.

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I mean I think it was meaning more than this, but I also don’t think it cost us a raid tier, and believe it was more of a “coast through the content drought” plan.

Could there have been another raid tier? Probably.

Would it have been 1:1 resources if “traded” for Plunderstorm? Not a chance.

No, stop.

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It’s all reused assets…

By all indications there is an Experimental Gameplay team, and they made this, not the retail team. And they are working on a number of other projects like this. Will they all see the light of day? Who knows. But they thought this was was cool and fun enough to push it live for this “experiment”

Yes, I’m sure UI people helped, and systems people, and other similar groups that are not the Retail wow team.

You know how there is Battle.net, and all blizzard games hook into it? It’s not like the retail wow team operates a separate Battle.net infrastructure, and then the classic team have their own battle.net etc.

Think of it like that.

In terms of gameplay development, they have an experimental team to work on stuff like this. I don’t know what else to tell you.

The map is, everything else isnt. You do realize they had to code how the NPCs work, right? They had to code how the spells work. Show me the Mana Sphere in the main game. Show me a whirlwind kick.

“it wasnt just one team” they literally have debunked the claim you are trying to make.

Who said they purchased the spell break team, locked them in an office and said “make plunderstorm, but you have to figure it out all by yourself, no help from anyone else at Blizzard”?

The PCgamer article I linked said those employees were integrated into the Warcraft team. That means they are not operating as a separate team.

Not sure where you go that from.

“It wasnt just one team, it was a tremendous effort from ALL OF US HERE.”

That is VERY clear: it was ALL OF THEM, not just the so called ‘experimental team’.

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You know what, I don’t care. Think what lever you want. I don’t need to argue with you about this.

You CANT argue about it, because dude, THEY ALREADY SAID IT WAS ALL OF EM. Its not me ‘thinking whatever I want’, I am literally repeating what Blizzard themselves said. It was not one team, it wasnt even two teams, it was “ALL OF THEM AT BLIZZARD”, from the art & graphics, to the npcs, to the spells, to the networking EVERYTHING was made FOR THIS, and to do so it would have taken the entire Blizzard staff to do it.

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  • They’ve already been reworked - not Blizzards fault you showed up late to the party
  • Seasonal affixes were a no go with a majority of the populace
  • What are you even talking about. It’s RNG for a reason
  • Why do they need to experiment? There is no experimenting, it’s a scaling system based off of Mythic 0 dungeon
  • S4 is changing scaling as we know it already. Again, welcome to the party, you’re about 2 weeks late

So you are basically saing we did it like this since forever so we should continue to do so.

I am not late to the party, they have reworked some, but still the mentioned ones are massive problematic. And it tourns out that the community thinks the least impactful affixes are the most fun ones. So if we are talking about a game that should be fun to play, and we added something to it, and the more we we make this unimpactful the more fun it becomes, what are we actually talking about? There needs to be a complete mindset change regarding affixes here.

A lot of occations seasonals where very much liked by the community, with only a few exceptions.

Its RNG for not running only one dungeon, ok. But again, the high key pushers do rightfully complain about requiring to spend hours and hours of running dungeons they already did, with no enjoyment at all, to get one attempt at a dungeon they still can progress.

Because certain mechanics scale insane at some point, becomming the single reason a key can not be completed above a specific level. But it is not fun to not be able to complete a key because a single mechanic exists that scales out of control, while the rest of the dungeon would not be a issue.

With scaling I am talking about chaning the way health and damage increases starting from level 20, because as we have seen this season, it only is about living the dungeon starting at a specific keylevel, instead of beeing able to time a dungeon. And this enforces very specific spec comps with a lot of defensives and externals.

Theyre not really.

No thats what youre talking about. If your version of fun is no affixes or only affixes that can be ignored, perhaps m+ isnt for you?

Incorrect. Even amongst forumgoers, those who liked them were few and far in between. So that makes them a minority of an already existing minority.

And theyre a minority. Whats good for the goose isnt always good for the gander. Not to mention if they got their change, they’d be exploiting all the reasons its been mentioned why its bad first and foremost. Key pushers are looking for the easiest key to push. Thats bad when you single out a specific key and run only that one to push.

At “some point” it all does. They turn into one shots. The joys of scaling. It needs to happen.

Again, no. It scales at a flat rate from the key before it. Again, there has to be a point where you cant complete the content. Reducing that scaling is just arbitrarily moving the “key” you can complete. Thats stupid. Its fine as it is. Because if not 20, itll then be 30. And then we have to change it starting at 30 because youre being one shot at 40. Then its change it at 40 because youre being one shot at 50.

No. Its fine as it is. A wall exists and thats not a bad thing

Um … that site’s data should be taken with an enormous grain of salt.

It doesn’t appear to know about the existence of characters that haven’t been looked up.

They changed dungeon difficulties, so I imagine they want to see how that works out before making other changes.

I’m kinda shocked they just decided to “quadruple down” on the KSM mount being a boring/recolored kodo again - lazy much? :laughing:

This expansion is the first time in a long time that the KSM mount can’t fly

Totally missed opportunity to… i don’t know… make the reward a unique-model/cool-looking dragon that can actually fly? :thinking:

For real… even Shadowlands KSM mounts were way more exciting than what we got in DF

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