Game does a terrible job of teaching players what their expectations are

Oh don’t get me wrong; I would love for a more demanding single-player or leveling/questing experience, 100%.

Just based on the number of posts on these forums who cry about even the slightest challenge (interrupting, having to work in a group, farming a lot of mats, etc etc), I think a massive overhaul to the leveling system in terms of difficulty would just be a disaster. That plus the amount of whining against how the game is supposedly curated only for the top 1% of players – which it isn’t – such a change would just confirm those beliefs I suspect.

I just think a toggle or an option system would do better. So if someone WANTS to learn how to do endgame content, like that’s their goal, they can switch on hard mode leveling and reach endgame better prepared. If not, no need. Kind of like right now, if you want SOME challenge, you can stick to M+2-10, then a bit more move up to 10-15, then if you really want to push yourself, go beyond that. Players can just set their own goals.

1 Like

That is often where the disconnect occurs and people accuse others of toxicity that isn’t.
:person_shrugging:
I’ve taught quite a few players how to play a class (I know). Arguably around 8 since the start of SL. Mostly randoms I don’t speak to frequently, some are friends. Outside that there is only one way to learn, and that is to reflect and ask. Run some dungeons and figure it out.

But relying on the process of getting to 60, when you can do that in about 5-6 hours is just not realistic, and kind of goes against the bell curve. Talented people, maybe. But those are a massive exception, and not a common occurrence.

1 Like

I could see a Diablo-esque scaling system work for the overworld. M+ scaling for leveling would also be a great addition. Raids really should also be introduced during leveling, a la FFXIV Trials. I’d assume its within reach of current tech to just spin up shards or layers with various difficulty affixes attached.

1 Like

the game provides a persistent world.
the players themselves set their own expectations and then work towards them at their own pace.

Yes, my OG TBC start is persistent with somebody who started the game today and can cap in 8 hours.

“Ok, so this mob casts a spell that…”
“Ok, so this mob would’ve cast a spell if it didn’t die in 5 seconds”.

2 Likes

are you still a Hand of A’dal? like me? that’s been persistent…

Yep… Dunno why its so hard for people to understand that practical experience is so important for skill development. It’s all just progressive overload, and its not like lecturing will give somebody muscle memory or fight milestones.

Idk man, when i’m playing my resto druid, I’m usually going in and out of cat form, human form, tree form, and keeping my dots up and hots up. If a lot of group wide damage is taken, i can aoe heal through it or go tree of life if necessary. Other wise the casual swift mend and instant regrowth does the job. There really isn’t something for me to be doing outside assisting in dps rooting for tank/dps if dps accidentally pull or w/e.

Half the people who buy each expansion quit the first month, though. Most people who buy the game will never do dungeons or raids at all. Cramming dungeon/raid skills into leveling makes no sense, because of that.

A ton of people just buy it, level up a character, look around a little, and quit for 2 years. Blizzard doesn’t care, they’re just happy with the ‘box sale’.

4 Likes

Nah just boost a toon, watch some raid guides, read Wowhead or Icy veins guides, spend a few days researching addons and setting them up, then buy some tokens so you can buy consumables to use while working on your DPS parse at the combat dummy for a few days… After that apply for guilds and hope you chose a class in the top 10% (Oops… forgot to add watch a bunch of class tier videos before boosting a toon).

Ok now that you’re in a guild figure out who you need to make nice with so that you make it into the raid team and who you need to build alliances against so they get boosted out of the spot you are after (I recommend someone that is already a bit unpopular)…

Yeah maybe they do need to teach players some expectations along the way.

Sure. My question is, how many players get filtered out, by being locked out of the content and difficulties they’d find meaningfully engaging? In my eyes, I see swaths of the playerbase who don’t even have access to difficult content. Attention spans are really short now days, with good reason, its super important to put your best foot forward when it comes to this kind of thing.

Lets be honest for a second. The players in the group make the content difficult.
LFR/LFG come to mind.

Feeling obligated to DPS or expected to fill globals with damage as a healer is why I don’t heal. It shouldn’t be that way.

1 Like

Cope. Healer DPS has actually made the role worth playing, and as a direct result of the Legion spell rework, healers can actually exist in the open world without trolling themselves. It’s been 6 years since Legion. You’ve had time to adapt.

2 Likes

What healer do you play?

Literally all of them fall under those parameters.

I’m not sure which comment you’re referring to, as there are several.

That’s why they need to eliminate the faceroll versions. People do them and get the wrong idea of what dungeons and raids are about.

Convert LFR into a single player experience so people can see the story, but stop parading it as anything that in any way resembles raiding.

(Also, LFR-only numbers are extremely small, more than twice as many people regularly clear Heroic each tier as do just normal or lfr - combined, there’s no way to separate them in the achievement data. So we’re talking about a small pool in any case. But those are players who are never really seeing what the game has to offer.)

1 Like

MW Monk. And I take whatever spec favors just healing instead of DPS