Iâd like to see more cosmetics added that fit with the theme of the sources⊠Iâd also like to see cosmetics that display a physical appearance difference between lower renown cosmetics and higher renown (example⊠the difference between Scout Marine and a Space Marine in Tactical Dreadnaught Armor⊠you can see a physical evolution in the armor with the higher standings)
Maybe. But to me there isnât enough content. World quests, maw dailies callings arenât content they seem like a forced time sink to make it look like content . The renown campaign was gated because they knew there wasnât much content there . The weekly torghast quests were gated because there wasnât a lot of content.
I think they should have raids with 15 bosses and at least 12 dungeons on release that have at least 8 bosses.
That would really make it fun and interesting.
This is just how I feel and most of the people I play with few the same as well.
I know this is crazy, but what if Covenants were only there to provide cosmetic benefits and their own branching storyline?
What if there were no covenant powers, no soulbinds, and no conduits? And instead of developing those systems and then trying to massively tune all of those abilities across classes/specs/content⊠what if they took that spare time and just made quests and dungeons and battlegrounds and raids?
With the complainers? 1 day. Wait⊠it will last before it even goes live⊠the usual suspects complain about everything.
He doesnât.
Drown the players in content will cause people to complain about too much to do. Once again bringing up that casuals are being driven away and high end mythic raiders are having too much to do. Itâs a no win situation.
Wrath launched with 12 Dungeons, 1 dungeon people hated (Oculus), I personally didnât like Hall of Stone after running it so many times I could pull it in my sleep and not wipe.
Trial of the Champion was a dungeon that was only ran til you got all the gear you needed from it⊠then you avoided it.
The 3 dungeons added as part of the ICC precursor were extremely short dungeons.
You didnât notice the grind because after you got all the gear you could get from them⊠you rarely had to go back there unless you were capping your valor (or whatever the currency was) for the week. Also⊠didnât heroic dungeons have a weekly lockout? (honestly canât remember)
Lots of systems to the detriment of immersive elements = pretty much the definition of what people mean when they say a game is too âgame-yâ.
Look at what EA did with the SimCity series as a good example. City building is almost an afterthought.
Itâs not that modern developers canât make games. Itâs that they havenât learned from the likes of elders like Sid Meier or Roberta Williams as to what made those old games good; and that while good gameplay is critical, that alone does not make a complete game. Metzen and crew were known for their polish back in the day, and to be sure, they still produce a polished product. But something was lost along the way. Warcraft is one of those games that feels very⊠game-y now.
Thatâs way too much all at once and youâd most likely see people complain of too much to do. This was an issue in the past of too much too quickly.
They can create content and continue their systems at the same time.
They shouldâve made the major Covenant ability a new talent row, with a cosmetic change depending on the Covenant you chose. They did that with the exalted rep illusions. No reason that couldnât have happened with our abilities.
Conduits and soulbinds are fine. Itâs barely a system and easy to use. We donât have hugely long drawn out infinite power systems like we had with AP. Actually, we donât have any infinite power system this time and itâs spectacular.
How would that be interesting? You just said the original Karazhan (10 boss pseudo-raid in TBC) got boring a week after release. Or were you talking about the Legion dungeon version? Either way, your comments about Kara/Operation: Mechagon are counter to your comments about more dungeons at release being âfun and interesting.â
Fun is not being cleared in 1 day.
You canât give a dungeon a âmythic difficultyâ and have everyone clear it first day. Add more mechanics add more bosses make it difficult make it a huge skill check
Not disagreeing with either of your points - especially as conduits/soulbinds relate to previous ridiculous systems (AP). Itâs not even so much that I think theyâre terrible systems. But in a dev year hindered by COVID, Iâd gladly have taken more âother contentâ - though then thereâs all sorts of things that go into a dev team changing directions, whether they have the right skill sets, etc. So I know itâs not a 1:1 relationship.