Ready to Plunder? Arrgh not yet! - Initial Impression of Plunderstorm
To have a more clear split between topics of the latest Mode and everything revolving it I decided to split my feedback into two chapters - The First is Revolving the Announcement and Marketing of the Mode and what had been better to do if something else like this comes to WoW, and the second chapter revolves around the mode itself. Additonal I want to talk also about Modes like this should be evergreen instead of temporary modes.
- Chapter I: The Announcement and how it was handled
- Chapter II: Chapter II - Plunderstorm a Battle Royale which left a lot to be desired
- Bonus: New Modes should be evergreens instead of FOMO Experiences
Chapter I - The Announcement and how it was handled
What really went wrong in my point of view was that it was indicated as a retail patch experience in the “Modern WoW Roadmap” - It would be ten times better to say we have another fun surprise along Modern and Classic WoW. This way we wouldn’t have the negative backlash as many player expected a Modern WoW Retail Experience from it. The teasing on the day of the patch date announcement also didn’t helped this circiumstance. I know you worked very long on this and were hyped to come out with it, but the way you did you set false expectation to the playerbase.
Some players may hoped to have an experience with their characters instead they now have to wait till the next “patch hits” as BR is just not for everyone to enjoy and a majority of the current player base are not PvP Enjoyers per se.
Chapter II - Plunderstorm a Battle Royale which left a lot to be desired
Initial I want to say for what it is supposed to be “a temporary game mode” (even if it should have been an evergreen - more to that later on) it checks a mark, and I’m happy they’re trying something new. On a closer look, there are several flaws with it in my point of view.
First I want to talk about the Hit Feedback and Damage Calculation going with it.
What really bothers me is that it is really hard to tell if you are doing supposedly more damage with a ranked up skill because the hit itself of a improved skill doesn’t feel really more impactful at first glance. There are several Skills you can notice a difference between a Green, Blue or Purple skilllevel but those tend to be a bit overtuned in general in comparision to other skills.
Now let’s talk about the Interface and Visual Perception. For that I’m using a screenshot as reference.
Overall, the Interface is spotless and sleek. I also like the choice to have no add-on support for the mode. But what is really needed is at least the possibility to move the bars to a preferred position. Having them at the bottom of the screen alongside the health bar creates a conflict for the eyesight of the player. He no longer can focus in his Visual Perception only on the combat action, and is forced to split his attentions to 2 area of the screen at the same time. It hasn’t been rarely the case I lost a fight just because I focused too much on the action because I forget to check my health due to its awkward positioning. Esp. when zoomed out this is the case - only if you are more zoomed in it is better from a visual perception. With the possibility to zoom out it should been considered to have the possibility to change positioning of the basic UI Elements.
As the Game Mode is still in its early iteration phase I will avoid to talk too much about balance - I just want to point out that a skill shouldn’t do immense damage while also allowing the player to move at a fast pace - this is esp. the case for the Fire Swirl ability. It should either be a slow damage ability with some movement component to it or a utility tool with chip damage. Both together feels like flawed design with only very specific counterplays to it that requires aiming while the skill itself is just press and forget.
Lastly, I want to spend time on the topic of Uniqueness.
It is very obvious that former Devs of Spellbreak (former Proletariat Employees which have been acquired by Blizzard in 2022/2023) worked on this Game Mode as it has a lot of similarities to that game - yet it is missing a lot of its own spice. For someone that played now “both versions” I felt a bit underwhelmed on the lack of integration of unique elements from the WoW Universe. Using the Warfronts Map of BFA didn’t help that impression. I don’t want to be too negative about it, but it kinda feels like Spellbreak in a WoW Warfronts Disguise.
I would have liked to see a unique map with unique wow elements (f.e. Elevators, Portals or the Production Lines of the Siegecrafter Blackfuse Encounter) to make the map more dynamic and unexplored. As many players know the layout of the Warfront it really doesn’t hold a longterm motivation and is solved rather quickly.
When those issue I described would have been addressed and given a second thought I could see this being a success - It is good to have more PvP Elements in the WoW Universe but please for Good’s sake don’t forget about actual WoW PvP while doing so.
I would rate it a 6,5/10 atm. for being a temporary mode - As a permanent integration, it would be around a 6/10. Also, If you may plan to have this an evergreen it needs regular update to it on a steady pace not like every 3 month like it is in modern wow.
Bonus: New Modes should be evergreens instead of FOMO Experiences
I kinda teased it a bit now but I believe this game mode should stay instead of being a FOMO experience. In the past we have seen a lot of fun modes be introduced and then abandoned after the expansion or few patches (Isle Expeditions, Torghast) yet those would hold a lot of potential to hold players in the game. One of WoW strongest aspects isn’t often respected and utilized when developing content - its variety.
“Have you ever thought about being an archaeologist?” WoW got that for you
"Would like to have stable full of horse? " - WoW got that for you
Versus
“You like to explore far away islands?” - Wow had that for you spent dev time on it and scrapped it afterward.
Sadly, this theme park aspect rarely gets utilized when considering and developing a feature to the game, it is always FOMO. Players are sick of this stuff - it is also very demoralizing to play when you know it will be gone shortly. Esp. if this ressources could have been spent on a permanent experience rather then a short term one. WoW got a lot of content that is always fluctuating (mostly the expansion itself and the raids attached to it) so having some constant elements coming to the game is needed in my point of view to provide distation from potential content droughts. Those would also need some attention every few patches to keep them fresh and rewarding.
Also, the barrier of entering this new mode locked behind a sub is a mistake, as Battle Royal may spark the joy to potential new persons to give wow a try in general. You could keep the rewards behind a subscription but offer a “free 2 play” week for the game mode. Rewards for the actual modern wow and classic should also be easier to be obtained, and the renown tracks should if the mode stays provide mostly Plunderstorm specific cosmetics.
This is my feedback,
Yumuros - Thrall EU