Improvement For The New Player Experience - Level 60 Item Set

WoW sucks for new players.
It does. Primarily, it sucks because of a mix of gear tuning and archaic system design that’s been changed over the game’s lifespan.

After watching a few videos on the subject, I found that the biggest barrier for new players leveling up is gear. Specifically, level 60 is where mob scaling significantly outpaces gear acquisition. Enemies have way more health, and do tons more damage.

Now, getting new gear is the easiest way to overcome this roadblock. The problem comes when:

  • There are few if any items on the auction house for your level (since few people are still leveling through that content, acquiring green BoE gear to sell)
  • Quest rewards are scarce
  • Dungeons are much harder because of the new scaling, and even if you struggle through them - filling in missing slots takes too long, with only a trickle feed of gear drops.

Of course, the most obvious fix would be to “Fix scaling.” I think everyone can agree that scaling needs to be tuned. But this will take a while, and during that time, Blizzard runs the risk of hemorrhaging the new players they are acquiring.

But what if there were another way? An immersive way, that both rewards veteran players, and equips new players to deal with the higher challenge they’ll be facing at level 60+?

Introducing: Class Trainers [Slight Return]

Upon reaching level 60, your character will receive a message from their respective class trainer located at their faction’s capital city (with exceptions for certain classes). The way you receive the message would change depending on your class.

The invitation reads:

  • They’ve heard tales of your exploits thus far, and are impressed with how your progress is coming along.
  • They’ve commissioned a new gear set (lore-wise, paid for by your faction’s taxes) for you to wear as you face ever-greater challenges. This would only make sense - the “Champions of Azeroth” are the only thing standing between the world and annihilation. Of course our factions are going to try and equip us to deal with the existential threats that wander along on a daily basis.
  • They ask that you return to them to pick up your gear set.
  • It should be noted to the player that this set will not be as powerful as “The magical items and gear they collect hidden away by Azeroth’s shadows.” (Meaning questing gear/dungeon gear will outpace it somewhat soon, maybe within a couple levels).

This would be an entirely new, class-themed set. So veteran players would also be getting something out of this deal for the characters they’ve already leveled. This would also include a new weapon for your specialization.

Why not pick it up at the class hall? Not every character will have their class hall unlocked yet.

Initially I was thinking that race could play a factor in where you are asked to go for your gear (IE: Zandalari paladins go to Zuldazar), but that would likely take more manpower than is justifiable in implementing.

Now. to improve the immersion factor, here is how each class would receive their message depending on their faction:

Warrior - A courier is sent to hand-deliver your letter. The type of courier depends on your faction; for the Alliance, it’s a human. For the Horde, it’s an orc. (Gotta go with the classics on this one.)
Paladin - A dove arrives bearing a scroll; Alliance paladins are beckoned to the Stormwind Cathedral. Horde paladins are called to Silvermoon city.
Death Knight - A ghoul arrives carrying an inscribed femur bone. Go to Acherus and claim your new set.
Shaman - You receive a vision beckoning you to your class trainer. Alliance Shaman go to The Exodar, Horde players return to Orgrimmar.
(Alternatively, it might be better if Shaman were to go to The Earthen Ring in Nagrand)

Hunter - An eagle drops a letter into your palm. Alliance players go to Stormwind, Horde players go to Orgrimmar.
Evoker - A whelpling flies to you, and tells you that your presence is requested in Valdrakken. Travel there posthaste to be gifted your new armor.
Rogue - Alliance players receive a coded message from SI:7, asking you to travel to their headquarters for your gear. The Horde are called to Orgrimmar’s Cleft of Shadows where they receive their set from The Shattered Hand.
Druid - You are called to Moonglade to receive your set.
Demon Hunter - [[Unsure how they would receive their message]] Go to Legion Dalaran to receive your set.
Monk - You are called to your faction’s respective shrine in Pandaria to receive your set.
Mage - A portal opens up, and a letter floats into your hand. Alliance Mages are called to the Stormwind Wizard’s Sanctum. Horde Mages are beckoned to Undercity’s Magic Quarter.
Priest - A vision from The Holy Light shows your new garments. Alliance Priests travel to the Stormwind Chapel; Horde priests will receive their items from Undercity.
Warlock - An imp bearing a scroll has been sent by your class trainer. Alliance warlocks get their robes in Stormwind; Horde warlocks will get their items from Orgrimmar’s Cleft of Shadows.

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This sounds like a ridiculous amount of effort for something very trivial.

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This sounds like my strategy for organizing.

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A combination of better tuning and just having more gear being given out via quests and dungeons to smooth everything out.

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“Leave it broken, player retention is trivial.”

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Even for new players it takes what…maybe two long sessions to get to max level now. The game doesn’t start till level 80 these days. At least not retail. There isn’t a single thing that matters in the game at all until max level.

That’s your solution…remove levels. All together. Just…don’t have them anymore. Done. All problems solved.

There is 20 years worth of stuff. It takes like…8 hours to get to max…if there was no leveling…they could just open up the world. The game is entirely based on gs…no matter what level you are. So…get rid of the leveling and put everyone at exactly the same starting point. Honestly…I’ve been continuously surprised this hasn’t happened long ago.

All low-level items should act like heirlooms and level with you.

Then they wouldn’t have to keep updating and forgetting to update those unreasonably expensive upgrade widgets. Low-level tuning can be balanced because you know there aren’t going to be naked noobs running around by mistake.

Straight from the Belluar vid where he had someone fight one of those Apex elite dragons in Waking Shores, without much questing/event gear on.

Your idea is a good one, OP, but I truly think that the greatest level of difficulty of WoW comes from knowing what to do and when to do it.

You arent supposed to go around fighting elites by yourself unless you have a quest, and usually that quest gives you something to weaken the elite.

Questing, BoE drops, Events, some AH, crafting, there are plenty of ways for newbies to gear enough to get to max level.

And, it has been my experience that full questing, including side quests, will give all the gear you need to level. The only thing is, the XP rates are wonky so you will eventually out level that gear. Thats the biggest thing.

There needs to be a 1-Max story quest that is scaled, while teaching you the ropes about gearing etc.

2 Likes

The Bellular video is actually the exact inspiration for this thread.
This is an excellent point, though there is the scene where Bellular Jr had to fight the big nerubian to start The War Within questline.

While this is a good point, what gear you do earn feels useless and is trivialized too quickly.

If you do it that way you may as well not have gear in the first place. But if gear had a range of levels it’d scale to, capping out past a certain point, that might work (IE a sword that scales from 40 to 47). Which would solve this problem:

Which is arguably the bigger issue. You level so fast that any gear you earn is quickly trivialized.

So if gear were able to scale through a level range, that gets the best of both worlds:

  • Finding a good piece of gear matters and feels significant.
  • You won’t immediately start getting creamed by mobs within just a few levels, since your gear now has greater longevity.
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So like, mini looms?

That could work. Actually, thats a decent idea.

You have my vote now.

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Have all quests offer a choice of 2-4 scaled items to choose from, instead of one bad item.

At the start of an xpac or at scaling thresholds (60, 70 etc), give players a few starter pieces to get them caught up so there isn’t a gap. You could even have a class trainer show up to send them on a mission for the gear so it isn’t a jarring or meaningless experience.

Problem solved, and you preserve some of the joy of gear acquisition. The issue with heirlooms is that it removed the joy of gear acquisition (which I think is important in an RPG esp. for a new player).

You’re welcome Blizzard.

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Yes, precisely. Good.

Sure, go ahead and equip that shiny new thing that’s 10 ilvl higher. And in 5 minutes when it falls behind what an heirloom would be, then it keeps increasing at that pace.

A good piece of gear is so fleeting it’s not worth ruining the rest of the leveling experience. You still get a lil dopamine for finding an epic. “That’ll be really good for a handful of levels!” And then instead of immediately falling behind, it just becomes another slot to replace with the next temporary shiny.

Not once in all my toons of leveling have I had any issue when dealing with mobs even at 60 and up NEVER. Gear really isn’t the problem here. Its all just an outfit until max level.

It’s all cosmetic unless you’re a tank. tanks with gear 60 ilvl out of date are pretty miserable to level with.

I think leveling being trivialized is the biggest bad change to the game. The whole treadmill to endgame model sucks and is why we don’t retain new players as often.

4 Likes

I like it, but what if you added a quest for each gear piece, the better you do on the quest, the better the piece of gear.

Or… new idea… The Soulbound AH. Every new player is given 3 HandMeDown tokens which can be used to buy Soulbound gear from the Soulbound AH, any player can place any soulbound gear on the Soulbound AH but only new players with HandMeDown tokens can buy from it at level cap. When a noob buys a piece of gear from a seller the seller gets 10k gold, so sellers will want to put up the best soulbound gear they can to entice new players to spend their HandMeDown token on it. Equipped gear is exempt.

This idea would need some tweeking. But imagine a new player turning 80 and knowing he/she is gonna start off with 3 pieces of decent gear he/she gets to pick from on an AH just for them. (one time deal, not for alts)

Not for a new player starting from scratch without a boost. Veterans take advantage of the Warband bonus xp and know the most efficient ways to get xp. New players don’t.

Valor stones for leveling like in mop remix. Grab the gear you want and point players to upgrade vendors every 10 levels. Have a good explanation about them and gear wont be a problem for leveling anymore.

I keep hearing about new players, but never see someone with 100 achievement points and one post in here complaining. I feel like every “new player complaint” is someone with an alt addiction wanting to make things easier for their next character.

That’s a bad idea, sorry. I’m not going to put energy into giving this a good response. I gave you a thoughtful response and iterated upon your suggestion. That’s done now.

I don’t know where to start with this, because you’re right. Leveling feels inconsequential at best. Rather than being something you engage with, it’s become a swamp you wade through just to hit where “the real game” starts. If that’s the real game, why do we even have leveling? To learn the game, sure, but you’re not really “learning” anything you can’t figure out at endgame anyway. Leveling should be treated as a part of the game experience.

This is another good idea. Valor stones could be used as another carrot, giving them as rewards for completing queued content. Boss kills and quest completions could reward more.

A new player isn’t going to bother coming to the forums, that’s more energy required when they’ve already decided the game isn’t worth continuing.
I have no reason to want leveling to be “easier,” I already have every class at max. I want leveling to be actually fun, and if the first step on that path is improving the new player experience then we should do so.