Maybe come back phase 2 when they delete the raid requirement.
Hereâs what I think really happened: Blizzard was looking for a âcleverâ way to make the metamorph rune not found in the first second because of what it is while also being appropriately themed. Because the level cap is only level 25 this is a little bit challenging. So they just lock it behind a quest chain that is related to warlocks that has been in the game forever but is a bit obscure. They probably didnât even take into account that the raid would be an issue in any sense of the word. They even forgot to make the quest doable in a raid lol. People are forgetting that this stuff is horribly untested. Weâre playing on a lower quality than some private servers do right now.
Would you be okay with them locking runes behind PvP?
The issue with the raid however is also this season was pretty much presented as both a PvE and PvP-oriented thing so I could see why players who just wanna PvP would have issues with it
Much like I am sure if they ended up announcing âhey class X class in order to get Y rune you need to hit rank 14â
You are locking core content (the abilities) around content that not everyone does and you cant say that raiding is mandatory and the game was not built around people not raiding and just being able to pvp because if that was the case PvP gear would not of been a thing.
This is why I think just open world content in general is the best way to go aside from say leveling dungeons. let there be runes or something in the raid and PVP ranks but just do things like change the way meta looks or the effect of spells sort of like the green flames for retail locks.
Yes. I would. I enjoy PvE and PvP - particularly AV when it isnât being blitzed.
I think the role altering runes should be available early for everyone.
Thereâs plenty of demony places in various zones to introduce meta earlier. We have caves full of warlocks in Durotar for example.
Have⌠have you been refusing to read my posts?
At no point has I, nor anyone in here that Iâve seen asked for it to be simply a random chest or just âgiven to playersâ though the shaman one pretty much is.
There are 3 steps to the meta rune. ONE of these steps is more work then most runes in the game have. All 3 makes it the hardest rune in the game to obtain.
Step 1 and 3 can stay. Step 2 could be deleted since thatâs already quite a bit of work or it could be replaced with outdoor content.
We literally have to go to ally zones if horde and storm 2 level 25-30 towers. Then farm demons and a boss. How is that being handed to you? How is that âjust a boxâ. The rune is locked fine without the raid. Itâs still quite a challenge. You need ideally 5 level 25s or in my case 15 level 20s in order to get the first part done.
The Senior Game Producer of WoW Classic has said within the last few hours that the design of this rune discovery was ânot coolâ, broke several design rules they had set for themselves, and raids would not be required for discoveries in future phases.
What more do you need to understand that this never should have happened in the first place?
I am reading your posts⌠I am using the chest example because that is how I am seeing runes being implemented in the game.
Go to wowhead or play the game and realize that many, many runes are obtained by:
- Looting a chest
- Killing a certain mob
On occasion, you have some unique requirements like obtain several severed heads and present them to an NPC, or thaw out an NPC with fire spells.
Are you reading my posts? I NEVER stated that the meta rune was âhandedâ to players. My argument is that I donât want all of the runes to simply be the same thing, or just a basic kill or loot requirement⌠go kill this creature, turn into NPC -or - fight your way through a cave and loot a chest.
Again, this is fine for the first 1 or 2 runes per class⌠but after that, work on design, make it unique.
The meta rune might actually be borderline difficult to obtain⌠sounds like there are a few towers and demons and a boss. You say that Horde has to go deep into Alliance territory but Alliance doesnât have the same requirement. Okay, this is a fair point. My position is⌠why âbalanceâ this by removing the Horde requirements, when Blizz could just as easily implement similar requirements for Alliance?
EDITED: corrected spelling error
Hmm, not sure why theyâd say this and then just shrug it off and say we wonât do it again.
Just patch in alternative ways to get it now IMO.
Iâm hoping this is what they do and normally Iâm not willing to give Blizzard slack, but he made that post late night on a Sunday, so hopefully weâll get some information tomorrow about a real adjustment to it now.
I have seen a lot of people saying this, and I believe them. These are not the old days of WoW when people never really left, they just changed class and kept on. Too many have had enough of the missteps.
Because I CAN, and I DO, disagree with their design philosophy here.
Just because the designers broke some of the design rules that they had implemented doesnât mean that I have to agree with their design rules. Blizz might very well love a certain expansion, or a certain expansion feature⌠that doesnât mean that I, as a player, have to love it.
For example, garrisons. For the longest time, Blizz touted garrisons as an amazing feature. What did it do? It emptied the world.
Blizz introduced class-specific legendary weapons that could be upgraded through experience and talents. Sure, cool on paper⌠but now you are essentially gimping players with less play time. That was my immediate concern upon announcement, and what did Blizz eventually do? They made it extremely easy for people to unlock all of their weaponsâ talents.
Then you seem out of place in this thread. Because no one is disagreeing with that. This thread is about meta. So it comes across as you stating that the only other option is for meta to be handed to us when itâs already an extremely eloberate obtaining method if you got rid of the instanced content.
I think there should be 3 tiers of rune difficulty if we wanna talk about it.
1: is super easy to get. Usually a strange mob you gotta kill or handful of things you need to collect. Like the lock one where you steal a named mob and critter soul.
2: Is medium difficulty and requires going around to different places and doing a bunch of small tasks and maybe a puzzle or some such.
3: Is hard and should be reserved for passive buffs or cosmetic/fun runes that arenât intrigel to any classes gameplay/role. These can come from endgame content.
I never asked for the going into enemy territory to be removed or ârebalancedâ literally said Iâm fine with the other requirements. My issues are exclusively with the endgame raid and dungeon.
Iâm expressing how simply going into enemy territory and fighting high levels would be more difficult in itself then most runes are as is. Not that I want that part gone.
I agree with the class-altering runes being available from an early level just because it allows the player to learn how to play and spend time practicing at easier levels of content.
Its interesting that no one seems to be complaining about earth shield being locked behind a raid. Why? Because it isnât a necessary part to playing a resto shaman. Itâs like the icing on a cake to resto. An excellent tool, but not essential. Runes being locked behind a raid isnât the problem here.
Warlocks could have had a similar rune that is less essential locked behind the raid, and it would have been fine. Lock haunt behind it or something - but meta is THE rune needled for warlock tanking.
No one sat in their garrison because it was an amazing place to be. They sat in their garrison because there was nowhere else to go other than Ashran. Garrisons in and of themselves were not bad design - it was the lack of thoughtful design everywhere else that was the problem.
You certainly are entitled to your opinion, as much as I am entitled to point out that gating core content behind things that many (if not most) do not participate in is very bad design.
Demonic Grace shoulda been the one in the raid, itâs the defense/offense cooldown. Not needed, but a good boost for almost any spec.
Then, friend, I think we are more on the same page than we may realize. I apologize if I am frustrating you⌠I assure you that I am NOT intentionally attempting to be frustrating or obtuse.
I can agree with you, generally speaking, on the notion of your provided â3 tier difficultyâ system. I think with some adjustments, this is a fine template. I believe the âdifficultyâ level of obtaining a rune should be largely influenced by the power of the rune itself. For example, IMO, Haunt or Chaos Bolt, may needed a higher difficulty level to obtain because, again IMO, they are stronger spells.
And as far as the towers, I am not suggesting that you are asking for the meta âtowerâ requirements to be removed. I was using that example to suggest that instead of simply deleting those requirements (make it easier), Blizz should go in the opposite direction and apply some of that same difficulty to other runes/classes.
Demonic grace is good but that GCD makes it feel so bad to use that I honestly end up forgetting about it.
Yeah, I honestly wonder if itâs an oversight, or that gcd is just to make up for itâs short cooldown.