Just as the name suggests.
And first of all, MoP: Remix has been some of the most fun I’ve had in WoW, in A LONG TIME. It’s super fast pace, and the gems are wicked fun. Everyone and every class is just unbalanced (but in a super fun way) and a lot of these “new systems” like bronze, and personal loot, and gems, and being able to unsocket gear without penalty has just made WoW an overall much more enjoyable experience… Dungeons and Raids being daily Lockout, nearly instant queues, the floating bronze orbs all over the map etc.
The loot system that was implemented during MoP: Remix, where everyone receives personal loot whether its through Raids, LFR and Dungeons, I personally think should stay.
It could just be me, but it’s very demoralizing to participate in all the dungeons and LFR’s or any group content and lose out on every single dice roll because some selfish player just wants that piece of gear for transmog… We’ve all been there, where we just roll lower than a 30 or 50 on every single item. Where it seems everyone else is rolling 90+ every single time.
Then to turn around, hit up the vault at the end of the week, and that also screws you over.
The personal loot system that was implemented into MoP: Remix is infinitely more rewarding. It’s better in every single way, it removes a whole load of toxicity from people just taking/ninja looting gear they don’t actually need. But they need roll on it simply because they have the option to “need roll” on it, not because they actually need it.
For anyone that is unfamiliar with the loot system in MoP: Remix. Simply when the boss dies, items and gear just drop into your inventory. The item or gear either drops for you or it doesn’t. There’s no dice rolling there’s no competing against other players, especially ones that do not actually need it. When the boss dies, you either get a piece of gear, or you don’t, and it shows up in your inventory. However, every single boss will at a minimum drop at least 1 item for you whether it be a chest piece, gloves, trinket etc. Something will drop, but that something is personalized and individual to you and your chosen spec at the time.
1.) I think WoW could go along way by adopting the personal / individualized loot system that was introduced into remix as:
- It’s more rewarding.
- It gives positive reinforcement to the player.
- It makes the time they spent participating in the said activity rewarding and meaningful.
- It removes an unnecessary RNG variable from the players loot system as they don’t know or is forced to compete on items and gear to some random player need rolling for their “off spec” or transmog.
2.) Make World Bosses, Normal Dungeons / Heroic Dungeons, LFR, and Normal Difficulty Raids Daily lockout.
Outside of the Mythic + System, I see no functional reason for why dungeons and raids at normal level difficulty should be weekly lockouts instead of daily lockout. If Blizzard wants to keep Heroic Raids, Mythic Raids, and Mythic Dungeons weekly lockouts, sure, fine, and I understand that. Mythic + is a competitive space, with a rank attached to it. However, everything else should just go to daily lockout, having it on a weekly lockout is an outdated system, and daily lockout has been a nice boost to QOL.
- This makes the raids easily more accessible to the lesser experienced audience.
- It gives everyone the opportunity for more attempts at gear progression.
- It doesn’t feel as grossly, negatively, impactful in the event the player receives no gear or any loot as they can try again the following day. Instead of having to wait an ENTIRE WEEK
- It promotes players to stay engaged and log more game hours, especially daily, because they will always have something to do every single day
3.) Bronze… Now I think the cost for items with bronze is a little high in remix ( this is an understatement, however, with the recent 200% buff to bronze, it’s felt much better and not such a massive hill to climb )
Spoiler
However, could we look into expanding on this and fine tuning it?
Can we have the new currencies like “Resonance Crystals” float all around Azeroth? Ones that the player can fly through and gather? Just like the bronze orbs in Remix?
I just think it’s cool, and gives more depth / life to the environment, and it’s fun to fly through them as you’re on your way to your destination… It just further gives the player more things to do while they’re doing a mundane task like traveling from point A to point B. It makes travel, like flying, more engaging and interesting. It also builds immersion.
end spoiler
4.) Socketing gear. In retail, what functional reason is there to punish the player for socketing a gem by accident? Having the key in Remix so we can freely move gems around as we see fit, on the fly, without destroying them is just a massive quality of life feature that WoW has needed for a long time. I cant tell you how annoying it is to socket a piece of gear then realize, “ooop I messed up… Guess I have to buy more, for farm for some more.” It’s just annoying for no reason.
All in all, this is not an all inclusive list, and if any of you have other thoughts on how we can take these experimental systems and implement them into retail, by all means, have at it.
These are just some key points and personal take a way’s that have left a positive impact on me as a player, when playing MoP: Remix. All of these are opinions, and my opinions, people are welcome to disagree, that’s your right, and I’m not saying I’m correct.
This is just how I feel / have felt about remix. Then, seeing the potential to adapt some of these systems into retail, to make WoW and the new expansion that much more accessible and enjoyable experience for everyone and new players.
In contrast, to touch on that some more, I think MoP: Remix is infinitely more accessible, and approachable to a new player as compared to Retail. Moreover, the design mentality from remix, and adopting that into retail could be a really big benefit to all of us.
- The leveling up experience is better
- The loot is better
- Progression and gearing is better
- It’s more social, it’s less toxic.
MoP: Remix has been SO MUCH FUN and has left such a positively memorable experience that I just want to see that in Retail.
And listen, I know I’m gassing up MoP: Remix a lot… And I’m not ignorant so some of the questionable decisions that were made, between the roll backs of the cloaks, and the frog farming… and yadda yadda… I know… I get it… There’s good and there’s bad. But overall, it’s been a lot of fun.
I do think MoP: Remix has overall been good, and very positive… I just want to see that experimentation in Retail.
… Thanks for coming to my Ted Talk… LOL.