The funny thing about this is, I don’t even think they’d really need a vendor if they just set up the weekly Conquest quests such that while the item level was fixed from week to week, you could pick any item slot you wanted for it.
Just having that one choice on a weekly basis would almost be as good as vendors.
Yea, that would be an improvement over what we have now. And to give them credit, at least they moved to offering two slots at once (I still vendored mine last week…). But had they just done a quest for weapon in the first place, they wouldn’t have to reinvent the wheel.
What bothers me about the design of Conquest turn-ins as they currently are is that it runs completely counter to the reasoning we were told about the GCD change. If they want us to be making meaningful choices, why in the world would they entirely eliminate choice?
Just don’t limit the choice at all, IMO. It’s one thing to create a situation where a forgetful person or complete idiot can get a pair of pants every week for three months. That’s freedom of choice at work.
Eliminating meaningful choices and player control over their own progression is just unnecessarily restrictive.
I agree this game needs much more fun and far less of the list of chores to do feeling of the last 2 expansions.
I created my alts initially for professions but Legion killed any desire to do them and BfA is even worse. I don’t run instances on them for the most part so that’s a bunch of things I’ll never make while BfA is current. And I really don’t understand why so much gear is BoP. The point of them should be to make gear for anyone not mainly ourselves. It really does kill the economy. Hopefully, they will take a long look at professions and give it a major overhaul next expansion - but I’m not holding my breath.
It needs to be sooner. Much sooner. I’m totally okay with professions as they are with one and only one change – the soulbound materials unbound and available on the AH.
If they do that, the economy can recover. It may not thrive, but it will recover.
That goes back to the whole overthinking/overengineering thing. What might start as a simple fix can end up defeating its own purpose once all the “what ifs” and feature creep set in.
You’re not wrong about that. The biggest problem isn’t so much the overthinking or overengineering thing, though – it’s Blizzard’s tendency to overcorrect.
Was there some ability bloat in the past? Oh yes, undeniably. However, some of the things they targeted for removal were just unnecessary. To cite a specific example, I can see why Outlaw Rogue lost the Bribe ability. It created a pet on a class that neither needed a pet nor particularly benefited from having one. It was a cool flavor ability, but it didn’t really fit the class. Removing Poisons from Outlaw, though?
As things stand currently, Outlaw has no damage over time effects. This significantly increases the value of the Zandalari racial of the Loa Kimbul, granting a specialization without such an effect access to one. I will guarantee you that within a few months, there will be a large number of Rogues who play Outlaw for PvP who will be compelled to go Zandalari purely for that one benefit, and that niche could have been filled by simply giving Outlaw a damage over time effect suited to the specialization, along the lines of Deep Wounds, but less potent.
It shouldn’t be as potent as more DoT-focused specs, but it shouldn’t be gone.
Yes, it does need to be sooner (like now would be nice) but I just don’t see it happening this expansion. I definitely agree that making items unbound would be a huge improvement and a step in the right direction.
Indeed. The overcorrect is strong with them. My first thought was of the overthinking, as I’ve had experience there (“don’t worry, I can save time on the physics thread with a line trace there… or, err, 5. and a half dozen vector ops. per frame. and, oh, forget it, just physx all the things”). The wild nerf hammer still perplexes me though.
But, yea, Zandalari Outlaws will be interesting too. As it is, mut has a nice advantage when it comes to rogue v rogue matchups (which still feels odd since sub should have better stealth game). With outlaw getting a dot on top of ranged kidney and gouge, they might be decent at keeping other rogues (and cats) from getting restealths.
I’m a little more forgiving when it comes to class/encounter tuning changes. That’s a lot of math that I’d be lying if I said I fully understood (or even mostly understood), so I’m prepared to give a little more ground on that.
But this, yes. Combining Outlaw’s increased control with a racial bleed ability is going to make Zandalari Outlaw Rogues a nightmare for other Rogues, Druids, and Night Elves in general.
Particularly, go to a portal keeper and click on him/her and then get options to where you want to go.
Materials for professions that drop in high end instanced content should not be soul bound. It opens up the economy between the raiders and those with professions thus invigorating it.
Yeah, and all of them were removed using the old excuse that “players felt forced to choose a profession.”
Now, hang on a moment. What was that I saw above?
Yup. You FELT FORCED to change professions to Leatherworking so you could create something bound only to you that gives you a gameplay advantage. Sound familiar?
When will these devs finally admit that they design this entire game around the microcosm of their little mythic raid cliques and that the only time players mysteriously “feel forced” to do something - making it worthy of being nerfed or outright removed - is when it doesn’t fit into that narrow-minded, instance-only, mythic-raid-centric worldview they inexplicably think is the only true heart of the game?
Ironically, with the removal of existing player agency next week with the portal removals, players are now going to FEEL FORCED to “enjoy” the “world feeling larger”.
I’ll be sure to doff my cap to my mythic raiding betters as I admire the scenery on whatever web site I’m tabbed out to.
To be fair, as someone who has raided for years, although never skillfully enough to be a mythic raider in earnest, the profession benefits were something that were number-crunched and that we min-maxed. I personally never paid much attention to it because I’m a combination of lazy and stubborn, but it was definitely done by those who wanted a competitive edge.
With that in mind, I can see the logic in removing the profession-specific bonuses.
Having said that, though, there’s a difference between removing bonuses that tend to make one profession more desirable than another, and rendering professions so transaction-inert that they’re useless.
There’s a huge amount of middle ground to be found there, and the current state of professions is nowhere inside of it.
I… don’t know about this. The only game I’ve played that had similar profession structure basically had a success chance for any given crafting recipe, and it was very possible to attempt the recipe and get nothing for your efforts but wasted materials.
While that’s more immersive for sure, it most certainly wouldn’t go over very well in this game.
A lot of what you’re describing are interesting ideas, but would require massive overhauls and expansions of existing profession structure. While not bad in that regard, it’s just really unlikely.
There’s some merit in shooting for the moon if you’re going to shoot at all, but in this case, with the game in the state it’s in, I feel like shooting for not being in a cave is probably wiser right now.