Feedback on SOD from a guy who’s played WoW since open beta and every expansion.
Overall, I have enjoyed my time playing SOD. I appreciate the team’s hard work in creating engaging content and the effort to maintain server balance. While I have a lot to say about phase 3, I don’t want to sound like I’m here to complain. I’m still playing and looking forward to what’s next.
Phase 1: Overall
Very positive experience. There was an awesome balance to how classic WoW originally felt, but with new runes and abilities. There were tons of unknowns. The 10-man raid size == perfect. The content brought back the old but with new. Like ice and fire of frostfirebolt. The faction balance on servers was well managed. The phase was too long because it was P1, and the content was easy, but I wish the team had taken this phase 1 approach further for the upcoming. This was the recipe for success.
Phase 2: Overall
Positive. The game captured the new with the old. There was more world engagement. Keeping 10-man raid sizes was great. Some enjoyed Gnomer. Some didn’t. I personally liked it. Things should get progressively more difficult. Three-day raid lockouts kept us busy. Sometimes, this was too much, but it did keep us active with things to do. Personally, I think the phase concluded too quickly. This should have lasted longer than phase 1. I looked forward to having a new PVP event when the phase was released. However, there were tons of initial issues with Bloodmoon/STV and layering, which did impact the overall enjoyment, though these were mostly resolved.
Phase 3: Adding Dual Spec
Huge win. I don’t think anything else needs to be said.
Phase 3: Leveling
XP buffs are enormous. Here’s my subjective opinion. There isn’t enough to do this phase to skip the leveling journey. I get it, alts are important. We can now grind to the maximum level in single-digit hours. We can level faster from 40 to 50 than phase 1 from 1 to 25. If people quit because of the time it takes to play the game, why play classic World of Warcraft? If there are tons of people quitting (most of my group has) because of the time it takes to max level, this is the wrong version of WoW. Allowing leveling this quickly should not be in the SOD recipe for success. This isn’t why the people I normally play with have quit.
Phase 3: PVP
There is not a lot of new for PVP. The recipe previously used for keeping the old but adding new was thrown away. There was no phase 3 excitement for a new PVP event or battleground.
Phase 3: Incursions
These broke the game in many ways. Breaking the game == ruining the experience. Another subjective opinion… I do not enjoy these. They drastically changed the economy. Incursions ruined the classic wow SOD recipe that was captured so well in the first 2 phases. This was the cause for so many transferring servers, leading to less server balance, which the dev team did a great job maintaining. I understand the reason why it was thought to be a good idea. I understand the argument for changing the pace of quests and dungeon grinding.
Incursions were originally intended, as Josh quotes: “If you find yourself wanting a change of pace from your normal leveling routine, there’s a lot of repeatable content that gives experience there.”
Incursions give so much XP and gold; why would anyone do anything else? Of course, you could go level or dungeon grind if that’s what you love to do, but it’ll be more difficult. You won’t be able to find others as easily. You’ll be behind with gold, and you’ll level slower. Subjective opinion incursions broke the recipe for success. It doesn’t balance the old with the new.
Phase 3: Raiding
I love 10-man raids. ST is nostalgic for me, and I like the new bosses. I have a solid group that I play with. I would say we are a better-than-average group. Some of us are recent retail glad PVP players, and most are 95+ parsers. But there are 8 of us. We’ve been unlucky with not being able to recruit. We have pugs who cannot run out of blood or don’t know how to use dispel. 20-man raid sizes have caused massive frustration. I’d be curious to see a public poll for this. If you’re really looking for feedback, here it is. I strongly believe 10-mans are the best for SOD. I enjoy being in Discord with a small group of competent players. Cataclysm is attractive for the 10-mans. Several of my family/friends have quit SOD, or at least for this phase, because of this.
For certain classes (feral druid), the loot in ST is marginally better than Gnomer, and in some cases, it’s worse. This doesn’t make sense. Also, this is a melee season. According to WorldofWarcraftlogs, certain melee classes have a higher average parse on EVERY boss in ST.
Edit* The last thing I wanted to add here is about world buffs. These are getting tedious, and I now hate them. Just let everyone compete on equal grounds. Or how about instead of removing them on death, they persist and are removed on a timer?
Phase 3: Server Transfers
This is a massive relief for those who hate being on a PVP server. As stated earlier, this phase has damaged the effort put in place that was held strong for the first phases. The result of frustration from people getting ganked inside incursions and transferring is a server that goes from high to medium populated with little insight into the current state of faction balance. Please learn from the past, and don’t let servers die or become too faction-imbalanced.
Phase 4: Suggestions
Make raids 10-man. Do not bring any Incursion leveling into phase 4. Make leveling a massive part of the experience again. To those who hate leveling, add new servers. On these new servers, give XP buffs or maybe allow them to click a button and be max level. Add new PVP events like you did for P1 and P2. We need more for PVP. Make the loot always better than a previous raid from 10-15 levels before.
In conclusion:
While I recognize the team’s hard work and effort in creating new content, I believe adjustments to this recent phase could improve the player experience for what’s next. I wrote this out because I love the game. I hope my feedback can contribute to your ongoing efforts to refine and help define the recipe for success moving forward in SOD.