Hello, Slayer’s Rise quest rewards have been outdated since the first week of the season. Now the zone isn’t as active as it was. Why not just reward a fair amount of honor from completing the daily PVP quests? If each quest rewarded like 500 honor I feel like people would actually go out there and the zone would be a lot more active throughout the entire season.
Put rotating ffa pvp quests back in the other zones. Cramming them all into one area is boring.
People still wouldn’t bother showing up if the reward was something you have absolutely no use for.
I thought killing each other was the reward?
That’s not good enough for most of the people you see in warmode.
Not only honor but they need to add a lot more stuff to do with bloody tokens. I mean how can they add multiple items like sets, mounts, decor for reputation vendors but nothing for bloody token except the gear? And also entering the “PvP zone” doesn’t flag you so what’s the point of the PvP dailies if you can complete them without war mode.
More Honor would be nice. At the very least it’ll always have a direct conversion to gold through selling bloodstones.
I also wouldn’t be opposed to a specific weekly quest in that zone that gives you like 150 Conquest for completing 3 WQs in the zone.
Yep, now I just do gathering in WM and kill any people I come across because there’s no reason to be in Slayer’s Rise.
As much as I hate free for all slop areas for their immersion-breaking lack of narrative basis, I think this is really the only “balanced” solution in addition to adding more PvP World quests with a wider variety of objectives.
Supporting Alliance vs Horde-style World PvP would result in much more fulfilling combat. Faction imbalance didn’t feel like much of an issue in BFA when War Mode was at its peak. Similarly, bringing back vanilla and TBC-era World PvP objectives in zones would be fantastic; they could tie it to a buff that increases rep gains by 5-10%.
Yup, good points.
The reason it falls off so hard is because people find things to exploit and run away which makes less people want to interact with it more. Also all the people that group up there, and the aggro healers to face with no dampening. Reward clearly isn’t the issue as you just want more people to grief.
Proven by you using stuff to knock people away then run! Then group up, just as you do in SW. Exploit, consumes, groups. Zzz