While I think the mythic changes are welcoming as it makes these obsolete dungeons viable again, reducing the dungeon burn out. The raiding changes are like “Well we are not making a new raid, so lets have you do all 3 and we will make it harder”. I think it’s a huge step backwards in what we need for raiding content.
My guild in CN just barely scrapped by CE before the next patch came out. lol
I think we all did, mate.
is it though? most of that content if farm content… not progression. people now know the fights rather than learning mechanics
This is a really bad take. They’re coming up with creative ways to make content relevant. Who the heck would prefer no content to… content?
I think this is a good idea to shake things up and bring new life to a game in a time where there is a huge gap in between content, like during the time you develop the next expansion.
HOWEVER, my biggest concern is the primary target of players who experience this new content.
Gladiators, mythic key pushers, and raiders who have completed the entire raid tier are all people who may enjoy such content.
But this does not incentivize the vast community of players who never get gladiator, do not push 20+ keys, or fully clear the mythic raid.
I used to enjoy world of warcraft as a means to relax and I felt like I could control how I play the game. Go at my own pace and very rarely would have to “rush” to get something done. I have not felt that way in years and even now have to rethink how I play this game, as the game itself keeps forcing me to play a certain way thanks to FOMO related rewards.
Every season the blizzard Dev team keeps adding more and more temporary rewards that are essentially FOMO content (fear of missing out). This is a cheap incentive to get people to play content, when they would not want to under normal circumstances, on the fear that they would miss out on a reward.
Examples of some FOMO based rewards include:
PVP Seasonal Elite Transmog Gear
Keystone Master Mount
Ahead of the curve season reward (like the friendship moose)
Challenge mode dungeon rewards
Mage tower appearance (original legion version)
There are even slight delays in some tmog gear release to make it semi-Fomo. Such as pvp gear rewards from a previous (same expac) season. As a tmog collector I cannot collect gear from a previous season until the next expac where they add them as token rewards, so if I miss one season then my collection cannot be completed until the next expansion. (This was a recent change in BFA and why they do this just confuses me). Is there a reason the NPC cannot just be moved and left in the game like every expansion from legion all the way back to Vanilla.
There are some excellent examples of reward structures in this game that incentivize player improvement without creating this FOMO marketing world of forcing people to do stuff they do not want to do.
For example, the drop of mythic mounts off the final boss of a raid tier. Often these are 100% drop rates while the raid is current providing a reward to raiders who do the content as quick as possible. But the casual players can still get the mount after the fact when they farm the raid and the drop rate is lowered to 1%. This is a WONDERFUL design to content and should be applied more often.
Like for pvp seasonal completion mounts. These later get turned into saddle mounts. But even this reward are still delayed until the next expansion to receive. Another semi-FOMO reward. My question is, why delay the saddle mount from being obtained the next season? Just put it on the saddle vendor and stop overthinking this content with a marketing design philosophy. Make it a fun game to play, do not force us to play.
In short, I think this content and change up is a good idea. But PLEASE remove the FOMO or even semi-FOMO reward structures from the game and make all rewards obtainable forever. Nothing should ever be temporary except maybe a cutting edge title or achievement (or other content equivalent).
you act like this was never the case in wow… classic and TBC all raids were relevant throughout the entire expansions… people still doing Mags lair in 2.5.1…
It’s great for content droughts. So ehhh I’ll just vote with my wallet cuz y’all loot system is utter trash
Interesting experiment.
Hopefully this doesn’t stay and is more to extend the current expansion as I could see many many problems with this going on. How many days do you expect people to raid to clear those in a week if they all give good gear?
It’s a bit insane, you might as well just make it a new progression.
Start castle at 280 ilvl, SoD at 300 and Sepulcher at 320 and re-release them with affixes. And just do like a new release.
Vanilla and TBC created barriers for people to move up on progression and at the end of the expansion only the top 5% of guilds are even going to step into the newest raid. Player poaching was common back then. It was also a recruitment nightmare.
WOTLK is when the game went casual mode and made previous raid tiers irrelevant.
Does this mean Season 4 will have just one Conquest set with no upgrades? please?
Well they made it clear 9.2 is the last major patch, so technically we did get a raid every major patch. Season 4 is probably going to be with 9.2.5
im looking foward to Kel’Thuzad being relevant again!
Is this optional?
Would the ability to attain Cutting Edge in Sepulcher end Season 4?
Other than those questions I think the idea is GREAT! Making “old” content relevant seems like a great idea, especially if a late 10.0 expansion is already planned.
Is it intended for players to have to travel to these dungeons? WoD without flying seems especially taxing to have to get to in order to do the content.
Queuing into these or having a M+ “portal”/entrance in Oribos for any of these could be a way to respect players’ time and not force them into traveling through old content - especially for players who didn’t play in those expansions and don’t have flying.
I assumed SotFO was so hard because it factored in the 4 piece bonus and double legendaries. My casual group can kill two bosses in there and we’ve started making headway on Xy’mox as our gear has improved. I was very encouraged about that, especially since this version is vastly improved over his 1.0 incarnation.
The previous raid tiers might have felt better tuned, but had several fights that became much more difficult at 10 man size because the number of mechanics didn’t change, including Xy’mox 1.0. We even got to a point where the tank would get targeted with the mechanic if a dps or healer died because we had fewer than 10 alive. So I think Blizzard has been dropping the ball on small casual group raiding for a while now. That plus the incessant grind that made WoW feel like a second job pushed several of my friends away from the game.
The sad thing is, the casual people aren’t going to read or post on this forum and probably won’t even know about this idea. It’ll be like Blizzard adding the mage tower and thinking that was great content for all when nobody I knew even tried it.
I guess my big question for Blizzard is: Is this new season even for small (10-12 person) casual teams of mixed skill or does this start with difficulty past the current tuning of SotFO?
Also, can we get a fun mode where we have crazy powers that annihilate things in these raids? Or get crazy robots like the quest in the sand area to supplement small teams?
OPERATION: MECHAGON IS BACK.
WOOOOOOOOOOOOOOO
Oh I’m excited, count me in
I can’t believe Grimrail Depot and Iron Docks are winning the poll so far… what is wrong with this community?! sigh
But the delay of 10.0 will convince players blizzard turned a new page in game philosophy
I kinda saw the legendary price surge happen. If you don’t want to spend money on wow tokens then figure out how to make the gold and buy low.