Feedback: Island Expeditions

I’ll approach this from the perspective of a collector.

Islands are still horrible to do. The 8.1 changes have not impacted my excitement towards islands nor do I feel any more motivated to do them. Drops rates for mounts specifically are WAY too low and the untargetable reward system is frustrating.

I do think SOME of 8.1 island changes have been positive. Having less mobs overall, new islands and rewards (if I could ever get them) and more random events makes it more enjoyable. However, the buffs to mob health/damage and nerfs to azerite gains seemed unwarranted.

Simple changes such as queuing from group finder, having the advancement traits be account bound, enabling more islands per week, should be in the game already.

I only find myself doing islands now when I have nothing else left to collect in game and somehow motivate myself to do 3-4 hours so I can cap azeirte on my alts. And it sucks to get nothing I want out of them, except duplicate pets and xmog I can’t use.

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The reason i dislike Island Expeditions is because as a Healer i feel useless.

It’s the same problem i had with previous expansion scenarios.

If i join as a healer i get abuse, forced to spec DPS or get kicked.

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You can heal me any time. I like the feeling of immortality I get when I pull big with a healer in my pocket.

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Perhaps do the following:

Return to having to kill certain special characters for their pet/mount reward to drop, but change the way islands are experienced.

After collecting the requisite azerite, if you win, the other team should be banished from the island, allowing you to explore the remaining island and kill those special mobs.

That way you can maintain the excitement of having different mobs on the islands, the competitive nature of it, and have the more slow-paced exploration aspect of the island as well.

I feel like the biggest disappointment with the IEs is that you don’t get to actually enjoy the exploration of the islands and appreciate the settings. By implementing the above, you can maintain the current pacing of the competitive side, but have the reward shift into the players “owning” the island if they win, allowing them potential access to the rewards that came with the island.

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I’d say make it so you’re guaranteed at least one dubloon from every island and slightly increase the number of dubloons you earn overall. Otherwise, I’m loving the changes! <3

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We always queue on our tank/healer pair but both of us have a tank and or dps to put on if our third is a healer or tank. Every time we’ve been paired tho these last two weeks, our third either has zero apparent throughput as either a healer or a dps or they just run off and do god knows what instead of staying together. Combine that with our third more often than not is wearing half greens and can’t actually hurt a fly (or heal one). We rage quit after two last night and vowed to never go back unless we have a friend for a third. The random queuing for this is awful and since I only do it for the weekly, I just want it over with as fast as possible.

(Below is entirely opinion).

At their core, Island expeditions are both too mechanically simple and needlessly grindy.

Basically the experience can be described as going to one of three pre selected islands and farm dungeon trash until you fill a bar - and occasionally gank a few opposite faction members.

No matter what the rewards are, the number tuning, or the randomness of the species that show up on the islands, as long as this isn’t addressed, IE’s are going to be more or less a chore to complete.

Visually, Island Expeditions are boring. While the islands themselves are interesting, there is very little feedback with the environment at large. Capture an Azerite drill? Looks almost identical if you were assaulting the drill. Ship about to set sail? No difference.

While random events do impact visually, the player’s actions on the game have little feedback. In Battlegrounds, when a point is captured, there is significant amount of work put in to show that “The Alliance holds this point, the Horde holds that” which ultimately makes a player feel as if their actions on the battlefield are impacting something.

Translating this into Island Expeditions, visually spruce things up a bit. Capture a drill? Plant a flag. An important building? Drape your factions colors over. Ship about to set sail? Get some sailors running across the deck looking busy. Maybe put some glowing boxes of Azerite on the deck. As of now, IE’s almost have a sterile feel to them. Putting in some visual flare that gives the player some sense of accomplishment will go a long way.

Another issue I have with them is fundamentally the gameplay is Click X chunks, kill X trash, gank Hordies. This really isn’t all that interesting, as its pretty much just doing Champions of Azeroth World Quests with Warmode on…but in an instance.

Objectives would be a phenomenal addition, even if they aren’t “Required” to win. Maybe randomize them - such as one expedition having a capture able stables that increases mount speed, a smithy that increases your armor, a mage tower that increases damage…really any sort of objective that is tempting for both factions to try and take - but are not required to win, so the choice to push X or keep gathering is still available. (Objective idea that I’d like to see is raiding the other faction’s ship to steal Azerite. Maybe those azerite boxes I mentioned earlier can be made off with?)

The rewards structure is still annoying to me, as ultimately the vendor added is fairly…pointless. It didn’t address the problem that people were asking for a vendor for - namely that the rewards on the IE needed something to target them outside of pure RNG on top of RNG. Likewise, the drops aren’t really worth the effort outside of cosmetic appeal. Leveling an alt through IE’s is needlessly punishing, as you will have basically no gear by the time you hit 120 - even if it dropped 320 blue’s on a semi-consistent level (equal to a Heroic Dungeon) would be a breath of fresh air.

But…as of now, IE’s are pretty much just clicking chunks and clearing wave after wave of trash mobs. Something has to change mechanically for them to be really fun. I want to like IE’s…but as of now, they are just terrible. I feel like all it would take is some minor (Okay…X.X.5 level of changes) to turn IE’s from a generally bad experience to something truly special.

4 Likes

Good - more stuff to kill. Feels like the flow is much better.
Bad - After 8.1, reward drop change seemed great. Now it feels like it used to be. If you want to stop AFKers, tie the chance for rewards in with winning the island or something. I don’t want guaranteed drops. I would like to feel like I’m getting something out of each island.

3 Likes

Purpose of island: My main has a lvl 40 neck after agonizing weeks of world quests/islands/emissaries. All of it for nothing… My alt who has done none of this is currently at lvl 35. The pet rewards have never been my thing. And the mounts are so watered down in the game, does it really matter?

The islands themselves. The azurite extractor is always bugged. It puts out first wave and just quits. Random groups are not given a clear objective and have different goals, so the whole experience is a mess. There is no reward for going faster or achieving higher. Why??? Why are we on an island doing a silly quest with little reward? This is a dungeon that has been stripped down to trash packs that drop the equivalent of nothing.

Pet raids will be introduced soon. I am the only active member of my guild that even does the pet world quests. Why are we wasting time on a feature no one will use?

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I’ve been doing these with guildies/friends since the beginning of the expansion. The fundamental change in 8.1 to make rewards tied to the island rather than player action has had a positive impact on my enjoyment. It was a really terrible experience watching your PUG teammates run around and kill random stuff and (seemingly) lose you a chance at rewards. It was an equally bad experience watching the enemy NPCs kill mobs that would give you reward chance.

By and large, great changes. A few gripes, however:

Rewards
The rewards are still relatively infrequent, even on mythic difficulty. Dubloons feel like a low drop rate. I would like there to be a way to influence this as a player however I do not want a return to mystery rewards of 8.0. Finishing the island faster? A greater discrepancy between your azerite collected and your oppenents? Whatever, more rewards. Not a big issue.
Dubloon vendor is a bit of a joke; all players were asking for a more reliable way to work towards existing rewards and a way to spend dubloons - we get a dubloon vendor with all new stuff. Well I guess we’re halfway there.

Treasure Maps
Some real inconsistencies in the value of the rewards offered. 5000g as opposed to 1.5k azerite? An emmisary world quest rewards 1k azerite or 2000g, so the 5000 gold table mission is just objectively better by your own measures. Residium and azerite feel like a let down, pets/transmog possibly good/bad depending on the item. Rebalancing the numbers here would be nice.

Island Difficulty Lack of teamwork in PUGs
Since the changes I’ve had more trouble doing heroic islands with PUGs than mythic islands with friends. This has been the case even when I’ve queued for heroic on my main, with my friend’s main (specc’d tank) and only PUGing one other player. It often feels like we are carrying the 3rd player. 3rd player not doing much DPS/not trying to DPS/running off on their own. In the old system, particularly in normal/heroic, you would still win comfortably. Not so much anymore.
Not sure how to fix this one. I know how to get around it myself (only queue with friends) but I imagine if those people all queue together they would be having a negative experience.

Island Difficulty AI and the Extractor
After a little bit of experimenting this week I’ve found it much easier to win on mythic/any difficulty when you game the AI of the enemy. As long as you control the extractor they will prioritise taking it back. They won’t kill much of anything else on the way or go out of their way to get more azerite. Hold the extractor and kill them when necessary.

Island Difficulty CC/AOE/Casters/etc
Echoing other players concerns around CC/hazards/telegraphed attacks/casters/etc.

CCs are too long, stuns/snares/fears etc are pretty frustrating. Wendigo? packs involve you pulling mobs that all aoe fear one after the other with no diminishing returns. Azerite mobs disorient you in the same way. The list goes on.

Some stuff that telegraphs on the ground might tickle and some will one shot you even by the same “level” mob (gatekeeping the same sort of chest). Some casts are so short that it’s not really feasible to avoid (stone giant mob centered aoe).

Some caster mobs deal way too much damage. The mogu casting flesh to stone spring to mind. It makes those mobs far more challenging than comparable non-casting mobs (especially for a balance druid :frowning: ). Some caster mobs can’t even be interrupted (sandscalp trolls). Again, numbers/consistency parse would fix a lot of these issues.

Hazards appearing on the map after certain invasions are sometimes overly impactful/frustrating. Fire elementals are shockingly bad, between the meteors and the moving fire they are far worse than anything else. Fog (that LOSs) with kvaldir is also bad. The mobs don’t give more/better loot after this happens so why make it such a pain?

tl;dr - mostly good since 8.1 changes, some small number tweaks would be really welcome. Still haven’t got a mount though…

1 Like

It doesnt matter the difficulty the RNG is terrible just make a vendor with every reward in it for dubloons instead. Ive ran tons of mythics and have yet to receive anything i barely get dubloons as it is . I also collect tons of azerite and kill plenty of rares and have yet to get more then 3 or 11 dubloons per run . Some runs i get nothing but small ap . Its ridiclous.

Why cant the drop rates be higher ? Or at least put mounts on the vendor .

Also make mythics and pvp solo q able .

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The azerite based mobs especially the geodes and spiders are a pain to deal with.

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Here’s my experience with the islands. Maybe I am not a good use-case.

I did 5 islands in 8.0 in order to unlock my order hall upgrade and have abandoned them (rep farming in old expansions is more fun than this “content” because at least you can do it solo and fly). At the time there was zero incentive to play them because the drops were so rare. Even if they were not rare, what’s the point of mount #302 or whatever I’m on now? I can’t use them because I am grounded.

I tried one island this week in 8.1. I can’t tell if it’s less boring. It felt maybe slightly better because I think I did it on heroic rather than normal. It was like 20 minutes of running around the island to random x-s and skulls dpsing stuff. We did 2 quests. It was a pug and we stayed together. I think the group was good, we won with a difference of about 5k to other faction. I don’t know if this is normal. Stupid pete and whatever other npcs would keep respawning. I don’t know (or care) if this is supposed to happen but it was very annoying because they wouldn’t stay dead. We killed that npc group at least 5 times. What’s the point of killing them? I don’t get it. They just respawn again. Maybe there’s some way to keep them dead but I don’t know what it is and frankly don’t care enough to look it up on wowhead. That’s how much I enjoy the islands.

I have no plans to play islands again. When I ran this island (I think it was #6 total) this week, apparently I completed some kind of a weekly of gathering enough azerite. 36k apparently. I got some kind of pointless AP reward that went to my pointless neck. I don’t know how much AP it was, whether it was efficient way to farm azerite, nor do I care. My neck is level 30 or so? I don’t know or care if this is a good level. I have not nor will I farm azerite. Even if I were to raid, I would rather watch paint dry.

So there you have it. I went from a player who ran CMs and raided to someone who exclusively farms old content for xmog in this expansion. That’s what you’ve done to this game; it’s a shame. I remember how much fun I used to have in WoW. It sucks what the game has become. Slot machine that fails to even deliver incentive to spin the wheel. Islands are only a symptom of a larger problem. You already know all this because people have said it before, but hey, typing this is more fun than logging into the game so. This is depressing.

10 Likes

Saw some serpents fly in. Mogu will be here soon.
We have island trolls coming ashore.

Overall I like the island expeditions and have some people in my guild that enjoy running them much more than the required amount per week. The scaling makes them enjoyable even when I’m on my main and others are on their alts and I like the changes with the random invasions and the lack of the constant huge Azerite elemental. The loot is regular enough that I’m not complaining about it, I mean I have like 20-25+ pets from it counting the ones I’ve given to guildies.

A few negatives:

  • The chain CC on the Azerite spider. If it hits me once, it will just chain CC me until I’m dead.
  • The corpse running from the enemy team. I get that you shouldn’t go near their boat, but sometimes the AI just comes after us over and over even if we’ve killed them five times in a short period of time. They’re not gonna kill us and get that 250 Azerite per player, they’re just torturing us by making our win take forever.
  • The difficulty on the rare invasion elites (not portals) is kinda crazy for some of them. I’m with a team that’s done a lot of islands and is around Heroic raid and +10-12 M+ skill level and some of them will wipe us more than once. Off the top of my head, the cultist/undead elite seems disproportionately nasty.

Otherwise, I’m having a lot of fun, thanks!

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The rewards are better.

The packs not being spread all over place making it impossible to navigate is better.

They are still a boring slog that feel like a weekly chore.

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I have been loving the new islands since the update, but I feel like with it being another method of of leveling that it should also have an opportunity to drop gear including azerite pieces for normal islands. Making it only uncommon with a chance to upgrade to rare or epic would make it an awesome way to have a steady trickle of upgrades from gear coming out of Broken Shore.

Still haven’t tried them. I don’t think my character is well suited to them and you can’t target what you want to do. Maybe if I could queue for specific islands in the LFD tool, then I would try them out.

Right now, I feel like they were designed for specific specializations and with the speed-run attitude of the player base, that isn’t feral druids.

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You should design new endings to an island…just killing stuff to fill a bar to win just makes the islands feel like a race no matter how you scale how things spawn on the island.

A new end goal or a random of many possible end goals for each island would be much more enjoyable.

Posssibly trying to beat the alliance to a hidden stash of azerite while slowing them down to beat the island or something like that?

Can’t bring myself to do Island Expeditions since it’s literally farming an endless grind that I do not enjoy. As long as Island Expeditions are based on farming Azerite, I will not partake in it.

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