I’m not sure why devs don’t just post a question like that on both the CC forums and GD. You’ll get hundreds of responses and the feedback will be healthier. It’s kind of like Rotten Tomatoes, if you only read the Tomatometer reviews, or if you only read Audiance Scores, you’ll get a portion of the feedback that you need. But, when you read both arguments for or against a movie, you get to see a clearer healthier picture.
Anyways, my thoughts on Remix? This is going to be a long post.
It’s a success, but it showcases in great detail issues that manifest in Retail, every single season. The issues with power creep, the issues with pacing, the issues with the go-go mentality and the farming. They aren’t just issues with player mindsets, they’re issues with how gear is designed and how powerful the player character eventually becomes.
In Remix, if you’re a newer player and queue for LFR, Dungeon or Scenarios, your entire time will probably be spent running from dead mob to dead mob, looting and not being able to contribute, because everything is one shotted. It’s a very boring experience.
Maybe WoW needs a sort of hidden ELO system, that helps group players that are new to specific content or are poorly geared together. This would ensure that any player grouping through LFG would have a more structured or healthier play experience. Or, that might kill dungeon timers and do absolutely nothing, so who knows.
Remix has a lot of strengths as well, and a big part of the success of Remix is the farmability of items, which in real time gives you a visceral feel-good interaction with the game. Any mob can have something valuable, which means every mob has value. And, theoretically, killing mobs grants access to at least two or three power-growth foundations, being level increase, stat acquisition and gear/upgrardes. Retail by comparison doesn’t really have anything like this, at least not nearly to the same effect. In retail when you hit max level, besides gear acquisition, your journey is fundamentally over. In Remix, it just goes on and on and on, and the reward structure doesn’t really diminish over time, you just get stronger.
That’s about it I guess. Though if I had a criticism about the item and stat farming it’s that there needed to be another layer to it. This would unlock some sort of tertiary level of power, and that power acquisition would be more time consuming, but also allow for longer term engagement through a consistent & metered reward system. This could be done in any number of ways, such as reaching milestones with the cloak and new talents, abilities or passives being unlocked. I guess armor upgrades somewhat fill that niche, but, it’s not as enjoyable as the other reward structures, even if it might be the most important, and grinding bronze eventually feels exactly like a grind.