In asherons call pvp … when you died from pvp, the killer could loot you and would drop like 4-8 pieces the were most valuable in your inventory. It was deadly. Also you would gain vitality debuffs that affect your stats negatively until you worked them off by gaining xp.
WoW pvp is for carebears.
and considering this game is somewhat basically a pvp mmorpg it really sucks players don’t feel the death effects more…makes the game kinda a dud.
We need some hardcore war mode status to be introduced into wow where the player loses gold or items and gains vitality… makes wpvp way more exciting and worth hunting others for.
Uh- this might be a bit of a stretch in terms of what might actually entice others to WPVP- especially since it’s a giant gank fest- but say for example you introduce a different mode called survival- entirely PvP on an instanced island where players fight to the death to be the last one standing- you have three towns which have artisans and profession tables and such-- then you have the island which harbors mobs and mats used for crafting better equipment that doesn’t leave the instance- thing is… anyone can steal the gear after you die along with all of your items.
Other MMORPG’s have tried this, it’s fun- very fun in the sense you can get creative but certain builds will be ridiculously meta- ESO has one where it takes like twenty people to kill one so it’d have to be done very meticulously.
I never called you those things, I said the game is that way…
And he did have a couple “OK” ideas, but most of his ideas were skin hunting which have little to do with making a good RPG.
You want my suggestions? OK…
1- Remove all welfare epics.
2- Take CRZ out back and shoot it.
3- Remove LFD/LFR.
That would fix almost all the problems in WoW.
Now, I know that most of the people that actually cared about those things are probably long gone and those that remain need those things to play WoW, but those are the problems in WoW which are, boiled down, that there’s very little actual progression and almost no community.
Removing LFR would eliminate armor tints which are becoming a rare commodity- and in turn make leveling more difficult and less accessible for people who play at weird times, this would alienate a portion of the player-base Blizzard can’t afford to lose. Someone’s end game might be mythic raids while anothers might be LFR/Heroic dungeons- not everyone has the skill nor patience to play for hours on end.
They are ‘okay’ until seen in practice- and by the precedent set by the Mage Tower appearances- they’d be very successful and well received by the community, even on my DH I spent 20+ hours trying to get the glaives and while aggravating at some points, it felt really rewarding to finally get them despite them being cosmetic only- bragging rights aren’t what make WoW but the whole grand fantasy mindset are what does.
I don’t even know how to feel about this anymore, gear isn’t reflective on skill and any spec/class has their own mitigations to heavily deter brainless gameplay. But here’s another idea.
Instead of relying solely on gear we shift toward upgrading abilities, gear still gives armor rating and buffs to damage at a minute rate but it really comes down to how well you can actually play your class. Azerite-gear can be a step in this direction but even then you still have the power difference in ilevel that’s seen in nearly every activity across the board.
How do we negate this? Well here’s some minor speculation but if we made all gear socketable and added more multipliers to abilities as well as the option to trade spec abilities you’d have more diversity in what a class could do- as an example.
DH Havoc trades eyebeam for a vengeance sigil.
MM Hunter trades Lone Wolf passive for BM Kill Command.