- Separate currencies for obtaining power and acquiring cosmetics/collectibles
It sucks having to decide between getting stronger or purchasing a unique mount or appearance. Why did we get this kind of all-in-one currency in both MoP:Remix and Retail?
- There should be more activities to participate in
Pet battles should have been available, along with a vendor that sells rare drops and exclusive colorizations just like we got with appearances, mounts, and toys.
Arenas and Battlegrounds should have been enabled. They don’t even have to be rated, just give us a way to see how crazy all this power stacks up against other players.
The Proving Grounds could have been tweaked to be a true endlessly scaling, wave-based mode with checkpoints that let us continue to push ourselves to see how far our newfound power can take us before having to tap out. The farther you get, the more you’re rewarded.
Challenge modes could have been opened up, even if all they offered were the challenge mode set recolors. Imagine trying to push for the fastest times week after week after getting more and more powerful.
There are so many avenues that could have been explored, but we were instead funneled into leveling or raiding as the only two ways to gain Bronze at a reasonable pace.
Instead of embracing the silliness of hyperspawn farming, Blizzard said “No! Go raid!” as they played whack-a-mole. Players in an mmo will always take the path of least resistance to achieving their goals the fastest, so if they would rather kill frogs or goats or whatever for hours upon hours because that’s more efficient than any other method, that’s a symptom of Blizzard’s expected gameplay loop being severely at odds with players’ expectations.
- The rising “get out of my game if you don’t like it” mentality of player entitlement
A lot more players are reaching the gear cap, and with it we’re beginning to see discussions surrounding some of those gear-capped players speedrunning through dungeons and raids without consideration for the other players in their groups. Oftentimes, their argument is a generalized “keep up and be happy you’re getting carried.” On the flip side, we’re seeing frustration from the players who feel like they’re being left behind and not really getting a chance to actually play or participate.
I understand not wanting dungeons to take longer than they need to. Even for someone like me, who will frequently wait at bosses for players to catch up as long as they’re not too far back or appear to be semi-afk, I toss out one Immolate or Rain of Fire, and the tinkers take over and remove all semblance of meaningful player agency as those effects alone can overkill just about any dungeon boss or trash pack.
And that’s just after a few weeks of thread gains. We still have over two months remaining of gaining more Int/Str/Agi threads. There has to be a way to make being overpowered both fun and engaging gameplay. Pressing one or two abilities and everything dying in seconds – even mythic bosses at this point – is not particularly novel long-term.