Poorly designed World Quests with insufficient respawn

I want to bring up a design issue that already existed in Azj’Kahet and, unfortunately, is now repeating itself in the new Ghost of K’aresh zone.

In Azj’Kahet there was a quest where you had to interact with 12 nerubians. The problem was:

  • There were fewer than 12 nerubians available in the entire area.
  • The respawn time was extremely high.
  • With 20 other players trying to complete it, the quest became practically impossible without spending close to an hour.

This made the quest only viable if you were completely alone in the zone — something highly unrealistic.

In patch 11.2 – Ghost of K’aresh, Blizzard seems to have replicated this same problematic design in several quests, such as:

  • Catching animals with the cage.
  • Stomping larvae.
  • (And several more in the zone).

They all share the same issue: too few objectives and painfully slow respawn, turning a World Quest that should take just a few minutes into one that can last up to an hour, especially during peak times.

Blizzard, it’s not normal for a World Quest to require this level of time and frustration. This content should be designed to flow even with high player concurrency by adjusting the number of objectives, reducing respawn times, or implementing instancing.

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