Let's talk about why SoD is a epic fail

Here’s the way I see it - if SoD becomes worse I’ll just quit WoW altogether. You will keep paying for WoW either way and you may or may not try SoD from time to time. From that point of view, it makes sense only to cater to players like me, as our subs are at risk, and it makes zero sense to cater to you, as you will play a version of WoW no matter what.

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Why play SoD if you really just want Anniversary?

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:point_up_2:

Exactly. If SoD disappears and becomes Anniversary I will quit and he will… have no change in his sub. If SoD continues on its path, I will keep subbing, he will also keep subbing.

Why would Blizzard possibly make SoD worse for him?

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This is insane levels of manipulation lol.

I have not said that I enjoy Anniversary more, the original post was about “Why did SoD fail?”. Likely a bait post to get people talking, but a place to voice discontent nonetheless.

I would tell Blizzard, if they want classic plus to be successful, they should appeal to the large swathes of players they can. Currently, that is not SoD. While you can try and twist that reality, their product needs to be appealing.

I love how SoD defenders make things a personal attack lol, ad hominem is the flailing of a losing argument.

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Aura mastery
Priest Barrier
Spirit Link Totem
Smoke Bomb

etc. I don’t remember all that exist in SOD, but things like that that benefit the entire raid when used, generally to mitigate damage.

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Gameplay = bad.

You heard it here first.

:rofl:

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Because your posts are completely stupid. Just stop playing. No one is forcing you to be here.

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I would not consider it a failure. It is like a beta for classic plus. My guess is they wanted to see how the classic code base would take code from the more modern games. Are there things we wish they did, hell yeah. But you also have to understand, they can’t go to bananas in sod, they need to leave big features for classic plus.

I am a huge critic of this dev team when they screw up but calling sod a failure is not accurate imo.

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What are you responding to? Why I still play SoD? My guild still plays it and I’d prefer to stick around with my friends. They don’t have the time to play 2 versions of the game at once, so we’re staying with SoD.

I have enjoyed SoD, and think there are a million things they need to NOT do if they want classic plus to be successful. “Let it die” meaning let is run its course. Don’t try to keep it alive indefinitely.

I’m responding to you saying that you are done with SoD and wish to play TBC. Quit. SoD shouldn’t end just because you aren’t having fun lmao dude. You’re a toddler.

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Not really concerned with what you think lol, posted here in the off chance that blizzard reads the forums. The raiding population data and player engagement numbers will drive their decisions, regardless of what either of us say.

I am ready for SoD to be done, but its also already basically done anyways. I will play it out AND try to vocalize the issues I have with it.

If it is actually supposed to be a beta for classic+, we should be very open with what we like and do not like about the game mode.

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That’s fine but I will continue to call you a baby for saying X shouldn’t exist because you don’t like X

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Sure, that’s your prerogative. Best of luck!

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but in SoD, every item is easy to get.

Where do you think the difficulty of getting gear in Classic WoW comes from?

Is it the raid bosses? Because even pretending that anything about Classic WoW and SoD is hard on a forum is liable to get you ridiculed.

Is it the low drop chances? If you were complaining specifically about Legendary drop rates, then maybe I’d be more understanding. Pretty sure Blade of Inquisition/Corrupted Ashbringer is one of the few items with a notably low drop % outside of Legendaries.

Is it the fact that you’re competing with 39 other players for the same gear? Split into the 4 armor types, if you aren’t getting loot council priority, that’s 10 players to compete with per armor type. And that’s a pretend ideal because there’s no reality where Mail is represented as heavily as Cloth or Plate. This is exacerbated in Classic because more classes want to down-rank on armor type for maximized stats.

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People liked phase one as their is genuine energy behind Classic+ people want to see the game expanded in the vanilla era as there is alot that can be filled out. You could have jewelcrafting, inscriptions, far more variety in librams, enchants, more gearing options. You we could also start a conversation about all the places on the maps that you cant visit now not even thinking about small relevant islands to the lore of Azeroth.

Unfortunately blizzard made runes the new game which made both the monsters less than trivial and the rest of the spells far weaker by comparison. So this creep away from vanilla started at a rather breakneck pace. However it was still pretty close in phase one so it did have an element of vanilla still in place.

It was also called season of dads. Unfortunately there will never be a season such as this as streamers and content creators want more fuel for their fire and blizzard wants to pump engagement not look to build a long term burn quality project.

So I feel the phases were released too fast. Which goes to Padre’s point that asking (your general probably working) playerbase to play serious for 1-2 weeks every 2-3 months is a heavier burden than one might think.

Unfortunately thanks to blizzards upper management not caring bc its a vulture capital company that pumps games dry and doesnt invest to build them, it released phase 2 with some rough edges. Not many items to chase after for preraid bis esp that were exciting.

And you could say, what its a tall order just to do the leveling for your characters. Which is also true. This is why you want this more spaced out.

Also the runes system further compounded the move away from what felt like vanilla into tbc/wotlk or retail minus in worst case scenarios. And also alot of players wanted to follow the path of, get great raid gear and PvP. Unfortunately alot of balancing was in need with melee hunters being cracked for the first half and elemental and enhancement shamans having unbelievable damage and survivability, more so the enhancement shamans but my lvl 40 ele shaman could drop a 1500 lava burst into 750 overload, with a 500 earthshock into a nature’s swiftness Lightening bolt which could also overload and crit double too sometimes dropping 4k damage on a target in 5 seconds. Also mages having the arcane surge dropping all their mana for a 2.1k non crit was hilariously bad design. And also having the raid gear in gnomer have -20 to -40 stamina on it, with almost no PvP gear able to be obtained kept most classes very oneshottable.

This almost oneshot circus that was pvp turned alot of people off as they had spent alot of work to build up their characters to be strong and able for pvp by leveling professions and getting guilds to feed them raid gear and they went in to pvp and either one shotted someone or got one shotted. So they felt their work was for naught and how is that encouraging or skill based?

Then in phase 3 incursions came out and it was ring around the rosey in an instanced version of the game that felt interesting for the first hour but doomed the excitement of the game once you realized that it was more efficient than spell cleaving dungeons. This was a massive L for the game as everyone realized the main character that was the engaging pull of worldbuilding was missing. The world, and with it went immersion and interest and nobody wanted to be forced to be stuck in those boring unchanging instanced versions of the zone.

Also very minor, some worldfirst racers for Sunken Temple in phase 3 we’re discouraged that there was an unannounced hotfix nerf to the bosses after they had tried lacking sleep for a cpl days to clear the dungeon. So the race became, ‘we’re you on when the nerf dropped? or not’ question rather than who was most organized and efficient.

Phase 4 was the best sequential phase as their was a ton of gearing options that kept the game interesting for players with many choices. And MC was delayed so people could prepare and not blast to max and beat the boss in a night, and it gave the preraid gearing options meaning to gather.

Also auras were put in PvP that reduced healing and damage, moreso for casters, making pvp less one shotty and more tactics/skill based which is a welcome change. However it did cut down on player agency which disempowers the players. This was a simple brute answer to the PvP issue that could have had a more earned elegant solution.

I think the implementation of the 1 copper rune vendor was the most enticing thing to bring players back to SoD. Not sure if it felt earned but it was very fun.

However at this point the damage was done from P2 and P3 which had colossal problems and most of the playerbase was gone. But the phases after P3 had alot of merit and werent as terrible as some may have you believe.

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If i have to go back to 20 warrior raids, ill never touch sod. Anniversary andies can go touch grass.

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Anyone who thinks that is enough is a fool.

My old man says the one reason he enjoyed SoD was runes. That’s it. Retail WoW was too complicated for him with too little character investment, Vanilla was far too basic boring and grindy. Phase 1 in SoD offered a prime sweet spot for him.

He only quit because the switch to 20 man killed the small dad gamer vibe for him.

Honestly I’m kind of in the same boat as him. Leveling up without runes sounds incredibly distasteful. Honestly I wish I could get inside Blizzard’s office and spill coffee on the source code for Vanilla so no one ever tried to make that leveling experience again.

Sod or bust at this point.

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Its been fun so unsure the issues.

Everyone has an idealized image of Their Version Of World of Warcraft™. This thread is mostly people comparing them against each other.