The Absolute STATE of Retail Wow - One player's feedback

For I time I could of sworn that some of the forum police were AI.

I don’t have a frame of reference for that but your point about the revisionist history of vanilla really resonated with me.

Low-key thought I was reading my own thoughts when I read your post. Couldn’t agree more. The game should be a game - if Blizzard wants to build a collection simulator maybe they could do that somewhere else but leave WoW as WoW.

Play other games. Fight mechanics can get complex, but controlling your charecter is always aimed at simplicity.

And yes they do say that. Over complication leads to frustration, which is not fun.

why do these type of posts start with the obligatory
 “i love wow and played since vanilla”, like it gives them some special insight into the game. Seems all they want to do is rag on the game. why aren’t you posting on your main OP?

You play other games, lol. WoW worked fine for the first 14 or so years if it’s life.

I would say a huge draw of the Classic Progression servers is the fact that those games are games again. Not collection simulators.

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Because some of you haven’t and you make false assumptions about the history of the game. The game was not always like this.

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lets hope OP moves onto a game more suited to them.

Funny I already do. But thanks for playing to the forum stereotype move.

That’s part of it. Classes are simpler to play as also. It has less of a border of entry via that.

Let’s hope feed-back is heard instead of put on the way-side because of forum trolls.

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He who smelt it dealt it.

When a bunch of talentless, uncreative ‘suits’ who don’t even play the game have their ‘zoom’ meetings on what World of Warcraft should be, you can bet they are only looking at dollar signs without any regard for actual player feedback so why do you waste your time writing such a lengthy post?
Please wake up.

Just as the player nowadays craves instant gratification, the ‘suits’ making the decisions on game development are also only interested in instant gratification, but of the monetary sort.

The original World of Warcraft has been subtly twisted into a mind control device meant to extract money from the players. Nothing more. Nothing less.

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I wasn’t trolling. I was being serious.

No good game has charecters or classes that is as complicated as class design in this game.

Boss fights should be hard, not controlling the charecters.

There’s no reason it can’t be the best of both worlds. I would love if leveling became a core part of the experience again. Imagine if you had this true rpg journey and when you reached end game you could pursue stuff like raids, M+,delves(assuming they are good and successful),pvp,and whatever else.

A benefit of this experience isn’t just the experience, they could use that time to gradually introduce you to the kinds of mechanics you’ll be experiencing at max level(mostly with dungeons). It should still be easy of course. Gradually becoming more punishing as it does in difficulties in max level and such.

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I think the leveling experience is in great need of an adventure mode of sorts.

  • No heirlooms.
  • Greatly reduced xp
  • harder enemies - more hp and damage
  • Make it the recommended, but not required option for new players.
  • Add rewards like class transmog recolors, mounts, weapon mogs, etc to it. something in line with the “hit level 50” heritage armors.
  • They could even make it a seasonal thing if it’s popular enough. Give a transmog recolor from that tier for doing it like you do elite PvP sets.

Make it challenging and ultimately rewarding at the end. Let the loot you get matter. Let your character level at a pace in line with gearing so you can feel power gains.

It’s just needed. Just like a fast, face roll leveling experience is needed. Just like mythic raid and LFR are both needed.

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Lack of challenge and lack of any progression structure are two big reasons I could see Leaving new players with a bad taste of the game.

It’s not hard math you need challenge at some degree to engage the player. That’s why it’s mostly boring to new players now - I mean for the first 30 minutes you might be laughing at how powerful you are but as time goes on that fades into zzzzzzzzzz.

Death should always be a possibility in a game like this. You need some risk at all times.
The only possibility of death in current retail now is if you as the player goof off or purposely cause your own characters demise.

Then the whole flow thing. As a new player I’m sure a real issue is “what do I do now? Is there an order to these quests? Does it matter what area I start in ?”

Etc etc

The game is terrible at guiding a new player so they aren’t clueless or confused about what to do.

In short wow is just not good at new player experience at all.

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Don’t make it that confusing.

Blizzard just needs to straight-up develop a brand new leveling system that’s expansion-agnostic, open-ended with storylines that get resolved when players reach cap level, and does a good job teaching new players the fundamentals of playing and experiencing the game.

No good game is as trivial as WoW to level up to level cap.

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You do realize a lot of us had jobs and families when wow was new, right?

I like this idea, not for myself, but for people that I grown to know over time in WoW. I dunno if it is still true now, but there was a subset of players (I knew a few) that prefered to only level up charecters and play regular quests without doing too much end game content. To them, the leveling experience is the game. adding a few treats for them would be cool.

That is true, but no true game requires you to have piano skills to play your character either. Which is what people realize they will need mid-leveling which is why they stop.

The difficulty is being addressed in this thread too, mob difficulty should be a bit harder on leveling.

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If by “True RPG Journey” you mean a multi-week snoozefest like classic? Hard pass. Go play that if you want it, making getting to the core activities a lengthy slog would be horrible for the game.