The 25% damage increase was due to the top 0.1% of players

Wowpedia also has the sub chart (with linked sources).

Peak was reached during cata start. Then started to decline all the way til WoD release where it had a spike back to 10million again (mainly due to WoD being overhyped like nothing else) and then went into free fall because of how bad WoD was.

i mean, i exaggerated a bit, but it was wild. search youtube for shadow priest videos from emerald nightmare and you can see plenty of it!

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Is Business Insider more credible to you?
https://www.businessinsider.com/world-of-warcraft-still-has-over-7-million-players-2015-5

The imgur image is 1:1 with this graph, sourced by Statista, with data provided by
 oh
 “Activsion Blizzard” 
 some small indie company I guess.

So, once again


What matters is retaining players. And DF has done a good job of that – and its because they invested heavily into the “casual” content. You know, the type of players you think are making the game “decline.” lol

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Same here lol. Thought you were mentioning pvp. dont give a damn what happens in snooze fest pve kekw.

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They won’t I’m currently considering actually getting a second set of gear for DPS purely for open world content so I can swap over to Devastation cause it just feels so awful playing Healer in open world now.

Literally no healer was complaining about this ever since Dragonflight began it’s been Healers rightfully calling out Blizzard for awful design that makes Healing an absolutely awful experience and now they’re just making it worse.

Oh and before that it was complaints about being expected to DPS and risk someone dying because you couldn’t cancel your cast quick enough or be stuck mid a GCD to heal them back up.

This isn’t why the change happened.

The pace of incoming damage vs. incoming healing was so high that it led to pacing issues. You’d need to 1-shot players to actually do lethal damage to them. This is exactly what happened at the start of DF.

So, they could either nerf your healing output, or they can make your healing relatively weaker, but not literally weaker. No one “wants” either outcome, but that’s what they’re doing, and they’re doing the option that doesn’t literally make you weaker.

Also ,they didn’t touch creature health. There should be no DPS loss outside of standard tuning.

What happened at the start of Dragonflight was Tanks had too much self sustain so no that is not the case what they’ve done is screw over healers again which is if anything just going to result in more zero healer groups.

You know what they did do though? Buff off spec healing.

At the same time, you should only address feedback that’s grounded in reality, and most of the solo player feedback on the forums just isn’t.

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Classic WoW was super popular among casual players due to the huge amount of quests in the world WoW was successful because of casual players and when Cataclysm came out removed the Classic world full of quests and upped the difficulty popularity dropped.

Too many people like to ignore this fact.

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I would consider a new sandbox to play in as part of solo gameplay, such as the campaign. What else should be added?

Like, Brawler’s Guild? Mage Tower? Battlegrounds? Solo Queue RBGs?

Also, the significant lack of systems. LFD was fine imho, but there is a very real “World of MenuCraft” feeling they need to be very careful about. The game should take place in the overworld and their instanced content. Accessible doesn’t have to mean “lazy,” but players shouldn’t have feel like their playing against “too many” arbitrary restrictions.

actually classic wow was popular because you had to carry arrows/bullets in your bag and you needed items to make a basic campfire. lots of people ignore this fact.

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Then he can link it. Either way it’s irrelevant to my original point.

Which is what I said :+1:

This isn’t substantiated anywhere. Especially considering questing today is actually much easier than it has ever been. You have an in-game quest tracker that tells you where to go and what to do. You generally don’t have to stop to eat or drink on any class, unlike in Classic where every class had to do this. You can pull multiple things with very little threat of dying. And, if we’re talking just sheer numbers for questing, well, the game is almost endless on that front.

Ok and? Made engineering more important and Hunters had melee to compensate.

That’s got nothing to do with the point I originally made.

I’m a casual player.

I specified solo players as they are a small minority in this game.

Feel free to actually read.

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yes and that’s why classic was better

I thought it was better because Pally/shammy were faction exclusive

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Alive and well