Sorry for the click bait title but I’m not sure how else to word it. The game has revolved around endgame content and gear since its inception right? Assuming that’s true, it’s been the most successful mmo for 20+ years running. So what’s different now?
Gear is very easy to get in midnight with all the solo activities available, which I’m a fan of. But is there a sort of diminishing return effect happening? Good gear lets you do harder content but at a certain point, it just turns into a redundant treadmill.
I’m not pushing keys so my 255 ilvl is plenty for just about anything. If you’re not pushing keys though and have good gear, including tier sets. What else is there if you’re not on the mythic treadmill?
It’s hard to find the words without sounding like I’m complaining, I’m not though. In fact I’m alittle sad feeling “done” with wow but I still enjoy it as a IP.
But that’s kind of how it always was wasn’t it? You get gear, the gear lets you do more things. Why does it feel different now though and more and more people are getting burned out
There’s mythic raid and PvP and BIS/maxed out gear. Thats always been the driving factor behind WoW since TBC really. The only thing is back then raids were the main source of high level/BIS gear and today there are multiple options.
It’s really per person based. For solo players your game can be done whenever. If you’re playing in a guild/group of friends then the end goal is what the guild/group collectively decides. May be CE, high keys, Gladiator, etc.. at which point its not a ‘me’ approach but a team approach. I think thats the biggest thing thats changed in WoW over the years. To many people think theyre better then they are and the game has taken a more selfish approach.
People blame this on game design which yes factors into it, but its more so the human factor. Playerbase aged and people in general are less tolerant as they get older. Worlds gone alot crazier in the past 20 years too since the game launched.
Partly because you’re doing the same things and getting the same gear across a succession of various difficulties, and partly because everything is doled out in slices that only allow you to interact with content a for small amount in each of a large number of redundant systems on a weekly basis.