they’re still mad over the whole pathfinder fiasco.
As someone who’s ideals are the same I’m with you on this. I usually try to take a week off work when new patches come out now because I know somewhere/sometime soon they are going to absolutely blow up the collecting aspect of the new content into something so unfun that I will wonder why I still play.
Literally week one of emerald dream I farmed my butt off on the druid form rares and finished getting all 6 of the rare drop forms the sunday after patch dropped because I feel they’re going to do something so drastic and disgusting to it that I’m going to cry for those that are just now starting to farm them.
In the current iteration they are already a huge waste of time, but when you put a shiny on a time sink those who want the shiny will do it. It breaks my heart knowing that if we want something from a patch we need to get it done asap and ignore all other content to do so incase its subtly hotfixed to be hotter than garbage.
Im disappointed they havent said anything or reverted it because its been a long long time since i saw nearly 100 % of all people so against something
I think it’s an Ion thing. He was guildmaster of a major guild in vanilla and was hired for his spreadsheet abilities. He’s always been a raid logger. Or was, he hasn’t played since season 2 in shadowlands. He is the ideas guy, the guiding force. And what changes we have seen over the years suggest that he is one of those old-timers who believe that vanilla was a time when everyone was an elite raider. That there was a monolithic tight knit community during vanilla that everybody belonged to. That there was no casual content and no casuals. That wrath dungeons wrecked the game, and since then they’ve been trying to “restore” a community that never existed by using ham-handed social engineering techniques that have consistently backfired.
The game became a smash hit when it was new because it got rid of all those contemporary hated mechanics. People left those games because they couldn’t log in and play when they were available, because they got tired of losing stuff when they died, because of many unpopular features that have gone away for the most part.
Blizzard keeps trying to bring them back. In the maw you lost currency when you die, and people absolutely hated that. Who could have guessed? Who could have guessed that covenants, which were originally presented to us as an unchangeable choice that they tried to make us believe was what we wanted? Making a decision based on inadequate information and being locked to it - better reroll, guys - wasn’t nearly as popular with players as it was with devs. And yet it took a year to change that with a band-aid fix that only changed some things.
They will only change it if the complaints are followed by a wave of mass unsubs. And then it will be too late to bring back the people who quit because what little remained of their trust was broken.
While I’d love to see this kind of walk out it’d be virtually impossible given the size of the playerbase as well as how separated we are by the different regions.
The sheer amount of organization required is on a massive scale that probably will never be accomplished.
Especially when they drop this change just before they all take off for Thanksgiving. Like this was something so important and couldn’t possibly wait until they got back.
This is a bad change, Blizz.
These rares should be easier to defeat. I don’t mind if it’s very challenging to solo, but a group of 2-3 players should be able to defeat them comfortably.
The researcher event also needs a nerf.
Blizzard needs to explain why they made this decision. It doesn’t make any sense. The original change to rare spawns made no sense either. “You’re playing ZC wrong, so here’s a nerf to rares” is not a proper explanation. What did they expect us to do instead? Why did they just nerf ZC rares even further?
This is one situation where an explanation would go a long ways - along with listening to the negative feedback and understanding why players have a problem with the changes to ZC rares.
This is all ZC needed. Better dynamic scaling.
Because (afaik), EVERY “special encounter”, Rare mob, vignette mob starts out with “X” health, and then as more people show up, that health increases “Y” amount to some maximum around 20-25 people.
So instead of STARTING with 11M health and going up, they just needed to make it 1M health… and then scale-up … LIKE EVERYTHING ELSE.
Then, not only is it SOLOABLE, but it’s also not TRIVIAL if a huge group shows up.
The fact this solution is so flipping OBVIOUS is what’s so annoying…
Credit where credit is due: ZC being a place for failed experiments is very on-brand for the lore of the zone
I read through the entire wowhead comments section under the article that highlighted the change and I completely forgot about this achievement one commentor talked about.
They legit do not think of the content/achievements/collectibles they put into a zone and how these hot garbage changes would effect them.
Chipping in - I’ve been gradually working my way up after taking an extended break, working towards Shadowlands and earlier Dragonflight world content, mounts, appearances etc. I don’t understand what this change is meant to accomplish. Have the devs gone back and tried to accomplish anything in Zaralek Caverns by themselves in 10.2? It genuinely feels like this is an idea that they threw out in an attempt to “get more players active there” without any real understanding of what it’s actually like.
I cannot say I favor the “suggestions” but at least we have a somewhat reason? Things still need to be addressed to turn it around.
Because I’m not convinced it’s a problem.
If anything…this kind of testing and fixes were required when the zone was current content…They didn’t address the impact for future expansions when a player wants to go back to these zones and farm cosmetics.
At least they mentioned a better drop rate which is still pure RNG, so players will have to wait 1-3 hour periods waiting for a specific rare.
Keep going, They always response only if there’s a massive backlash…
There’s a burnout in the community with these kind of decisions.
Honestly I read all this as them trying to do damage control from the backlash.
- Revert the hotfix.
- Nerf the healthpools and put the scaling health in that every other rare has.
- Buff the drop rate of the cosmetics, toys, etc. Not just for Dragonflight stuff but for past and future expansions so that the best way to get stuff isn’t having an army of alts or having to make sure you log in every day. Give them like a 25% drop rate with bad-luck protection or a currency you get for killing rares in that zone so you can pick what you want off vendors in the zone for “helping thwart the forces of evil” or whatever.
- Problem. Freaking. Solved.
Yeah practically if you want something in this game, you need to do a massive backlash to their changes or do a lot of noise…and when Devs try to be proactive, they solve issues that didn’t exist…
I won’t say only buff the drop rate, add those to a vendor at renown 20 like they did with several cosmetics from 10.2…also fix Druid forms drop rate via bad luck protection.
a big portion of players don’t want these time sinks mechanics that don’t provide gameplay. More communication regarding Rewards
For the life of me I will never understand why they don’t just slash the HP and make the rares soloable once the content is no longer current. That is the ONLY thing that will truly solve the “The zone is empty, now what?” problem.
I’m glad the devs finally offered an explanation. I see what they’re going for, wanting the rares to be a multiplayer experience. I use the term multiplayer in the loosest possible way - multiple random players, not in a group, who are in the same place at the same time.
I don’t think these changes will have the impact they want, especially in a zone that is no longer current, even if it’s in the current xpac. Multiplayer rare killing often requires listing rares in the group finder and that requires a baseline level of interest in the zone that doesn’t exist because of the previous changes to ZC rares.
I had an experience in a dreamsurge yesterday where we couldn’t get enough players to kill a rare, only 2 of us, and eventually we both left having due to no one else coming. That’s what I expect will happen as a result of these changes. If only a few are up at a time, that leads to less interest as well since different players will want different things. If a rare someone wants isn’t up because it despawned due to lack of interest from other players in the zone, they’re more likely to simply move on to a different zone and find something else to do.