DF abandons WoW’s solo playerbase... but why?

Then gear stops being a reward.

The reward is the ahead of the curve and mythic mounts. And mythic transmogs.

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Is gear really the reward? Or is it the friends we make along the way? :heart:

Until solo players cry about not getting those either right?

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They don’t have to cry because in five to seven years they can just solo the raids. How it’s always been.

To be fair, any OW quest that needs a group has been made brain-dead easy to form, to the point that, unless you’re a healer, you can completely ignore every other person in the raid. Dungeons outside of M+ (which is a completely different world), and LFR are mostly the same, treating most people like suped up NPCs, and just ignoring them.

Also, as someone who puts very, very little effort into professions, I’ve been able to craft more useful gear for myself since using LW to gear up my shaman in vanilla. Just because it isn’t full power doesn’t mean it isn’t useful, and it can be upgraded.

As far as the rest of the solo activities, there are still pet battles, the normal mog farms, questing, alts which are simple again, exploration, and seasonal events. I feel like if people are absolutely refusing to do anything that requires more than one person, even with the simplicity of group finders in the game, they just have to deal with what is there.

There is content, it just requires being placed into a group controlled by a line sorter. You (general) can’t just flat out pigeonhole yourself into very specific content in a game designed around a different batch of content. WoW has always been about battle with groups of people, and choosing to cut the core of the game out of your preferred content is only one person’s fault.

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Yep. Solo players love to choose to not do something, then complain about the result of their choice to not do the thing.

Why did Blizzard make this awesome way of obtaining basic tier for world players only to take it away with Dragonflight? It would be better if they re-added it. Plop the 375 gear vendor next to the catalyst, and put dragon scales into daily and world quests and voila.

THIS :rofl: IS :rofl: A :rofl: SINGLE :rofl: PLAYER :rofl:GAME :rofl:

Those who always think that the ONLY way to play wow is with groups & instances…make me laugh right out loud.

People play this game by themselves every day…lol we do not need your groups or instances to enjoy this game

I don’t think soloists should have the BEST gear in game, let the egotists have it…but the huge gap between the ilvls is stupid…There is nothing wrong with wanting better gear…altho I’m fine with what I have, I do wish things would not take 10 minutes to die, but…I have no problem killing them…BY MYSELF

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They didn’t take it away. They re-tuned the acquisition rate.

I’m not going to totally disagree. But getting rewarded for killing mobs is also fine.

I don’t think a 1-sde-fits-all system is best. Rather, I’d like a buffet of options, where I can pick from the one I like best.

As a mostly solo player, I have to disagree with your post, especially the emptiness of the Dragonflight positive box. Though, admittedly, it took me some time to come to this conclusion.

  • Professions and crafted gear

Had they not made the crafting order system, you would also not have the ability to craft gear over 385 (or whatever the base level for those items is, I forget). You can make them, so you can earn points crafting things for those who do end game, not for yourself. As for making the base items yourself, this ties in to item two.

  • World Quests and Elite World Quests

Normal and Elite World Quests often reward Primal Chaos, even if it isn’t listed as a reward. Do them all! Last week, I got enough to make two pieces of the base crafted items, enough to boost my item level to where I started seeing purple rewards from the world quests.

No world quest requires grouping, much less and organized group. Sure, the elite quests are hard, but if you do them when a group also happens to be doing them, they’re much easier. You do not actually have to be in the group.

  • World Quest Timing

At first, I was upset that world quest reset happened every three days or so, rather than every day. That is, until I started working on alts. They can be time consuming, though not overly so. Now, I can focus on one or two characters per day instead of trying to blast through all of them every single day.

  • Reputation / Renown

You can get a few of the upgrade mats from renown. Though they’re limited, you can, in fact, upgrade four of your crafted set pieces to nearly 400. And with the breakpoints on your main, it makes leveling renown easier on your alts.

  • Summary

Dragonflight is actually very friendly towards alts and solo players. However, much of it isn’t necessarily intuitive. In-game communication is something Blizzard does need to work on, but your assessment is fundamentally flawed. Not only have they made things easier and more friendly, they’ve made it so we’re of more use to those who prefer group-based end-game content and showed us they value our time by spacing out the world quests so we can do them on all our alts without feeling like the game is a job.

~ solo player.

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Yes, totally. Grog down the rate of storm currency by 1000% to make it take up 3 weeks to fully obtain a set (cause sigils have a cap) what a wonderful Blizzard way of doing things.

I swear, Blizzard is dumb one patch and a genius another.

It’s similar to the launch rate you could get relics at.

The rate of relic acquisition got substantially buffed over the course of the patch, and I suspect when you were doing all this alt-relic farming was after their drop rates had been buffed twice

I got relics doing dailies, weeklies, quests, a lot of rares gave relics. I had 4 characters in full tier within a week. I started ZM a few weeks after it launched. Like 3.

All styles of play have a progression cap.

Deal with it.

If you want better gear, do the content that awards it, like everyone has to.

I don’t know why you all can’t understand that

So the catch-up mechanic helped you…catch-up. Your completely disregarding the fact that everyone else before you had to spend some time to get the same gear and that was fine.

So basically you want the rate of normally obtaining gear to be the same as a heavily inflated catch-up mechanic in 9.2? I’m starting to finally see where your coming from, and frankly you are being absolutely ridiculous.

Gear should take time and some effort to get. Catch-up mechanics at the end of a season are fine so people aren’t starting the NEXT season too far behind to do the content, but that is it’s ONLY real purpose with the exception of end of expansion catch-ups which is meant to just be silly fun for a little bit.

The problem with what you WANT is that once people get all the gear they want they tend to get bored and not want to play anymore.

Wut

10 char

I spent the first month and a half playing almost entirely alone. If you want to solo, you need to pick a good class for it. My Fury Warrior can even solo the Rares like the Brackenhide quad, or the Azure Pathfinder. Spent most of my time just gathering for money, and chasing down as many Rares as I could to collect Drake Manus and some gear drops.

I solo’d Elemental Storms, I solo’d Cobalt Assembly, Obsidian Citadel, and I got Primal Infusions when I maxed out my Renown.

There is a lot to do as a solo player if you have the right class for it. That being said I’ve branched out more in the last month and I’ve been having a lot more fun.

But to each their own.

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Isn’t this a bit misleading, though? World content includes dailies and questing in general. Things that can be done every day, repeatedly. The “filler” content between raiding, which people generally only do once a week, since you can only loot the bosses once a week.

M+ is a big gray area between solo and group, because everybody has a different definition of what a “solo” player is. Some people count being able to join a PUG as solo playing; some don’t. I don’t think anybody has any numbers backing up average opinions on that, so IMO only fair way to assess it is either not count it at all, or split it equally between the two buckets. Either way effectively cancels it out of the argument.

Meaning, vast majority of gameplay is indeed “solo” gameplay in the sense that that is the filler content that can be repeated on a day/hourly/whatever level, while content that absolutely counts as group content no matter how you slice it (raiding) is only really done once a week in practice.

Because in practice, I rarely ever see players regularly team up with the same players for world content; it’s usually “pug” style. For example, doing the hunts, or storms, or feast, or siege, or farming silvers, etc. players do those activities and they do it with other players who happen to be there at that time. Is this group content or solo content? I consider it both, but that’s just me. But I think people probably lean towards calling it solo gameplay if they have to choose one or the other,

And overall, I think that’s why there is this assumption that solo players are the majority, but it’s misleading.