Delves is proof that something needs to change with wow combat, because auto attacks that hit hard, and chain spell casting is not it.
We need better ways to express our skill, and want to keep getting better. To feel rewarded for good choices. This combat is just not it. It flows very well, but you can not make “hard” content without it feeling cheese with one shots and auto damage doing too much, and people just wait for cds each pull. That is not expression of skill at all.
Delves is some of the best content wow has had in awhile when it comes to playing with couples, friends and just plain solo. So this is the time for wow to really look at how they do combat, and understand that what works in dungeons and raids will not work as well in delves. They need to figure out new systems to give players more freedom, and expression in combat.
11 Likes
IMO, they made delves too rewarding, and people saved up all their keys and geared up in 3 days so blizz had a knee jerk reaction to try to make it so people dont gear so quick. Problem is delves will be mostly done for vault and not the actual loot anymore after this first week, on top of only getting 4 keys a week so they kinda changed it for no reason.
3 Likes
they seem to mis-equate ‘tedious’ with ‘fun and challenging’.
love the game, but i feel more and more that the developers
just aren’t getting it!
4 Likes
M+ dungeons is the hard content you are craving along with mythic raiding.
No because you can be carried in it. M+ is not it.
Trying to make the equivalent to M+ is why Delves suck
3 Likes
I’d like to introduce you to Miyazaki code named 007
for his:
- 0 Easy modes
- 0 Mcrotransactions
- 7 Masterpieces

The lands between await, fellow tarnished.
Wow is an button mashing esports game, that’s their formula, if you don’t like it don’t play it.
1 Like
I especially love having to constantly watch for subtle ground effects, meanwhile one of my main combat abilities (Bladestorm) has an animation that completely covers the area around me with a cool spinning effect … so much so that I can’t see the ground.
But, I guess it sure looks cool when I die. And then when you die, all the randged classes that have a PERFECTLY clear view of everything are always like “wuts the prublem??” This game is an entirely different level of difficult for melee classes.
And at least 70% (90%??) of WoW’s difficulty is just overcoming the UI.
That’s not “challenging.” That’s just poor design.
2 Likes
Got anything specific in mind?
Chip damage exists for gear checks, to force you around longer since you got to farm gear which have drop-rates designed to keep you around for months.
Any skill-based challenges in these games get’s solved in a day or two.
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Balance the damage better. Remove auto attacks but have attacks indicators that is better to see. Kinda like plunder
Make CC not break on aoe skills, and make targets who are CC immune to aoe damage.
More things like the spores being able to use them to kill mobs. Environmental traps and able to set up pulls in new ways with them.
Just top of my head.
2 Likes
The way to make delves harder without increasing unavoidable damage is to throw more mechanics at you or add a timer like they do in raid and M+ but it seems pretty clear to me they are trying to avoid that because I don’t think that is what the intended audience wants.
Shouldve been like mage tower but thats too much work for blizz right now i guess.
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Hm. Since the game can really only test stats and reaction time, the only thing that we can really test the player on is reaction time. Also we don’t want players waiting for cooldowns. Hm. What if we added a timer and really emphasized that those with great long term planning and reaction time would be tested?
Oh wait, that’s mythic+. And now you understand why there’s a timer, and why building difficulty without a timer that tests the players reaction time and not just their gear is almost impossible.
I don’t think you can design content for everyone . Blizzard has always been trying to do that .
Take an Example of Elden ring devs, no matter how many ppl whined about the difficult they were very focused on who their target playerbase was and they stuck to it , same with Eve online .
Blizzard needed to take this stance a long time ago. Who would you focus on ppl who will grind all day for mats, gear and rush the content .Or average joe that play an 1 hour a day on average
You say that, but I found it too hard. I never got any skins, and now the new one is too hard, and I still have none of the appearances.
I just don’t click with Wow’s difficulty spikes. I can play a game like Elden Ring and do perfectly fine. Seriously, that DLC that was too hard for most people I smashed through it, but I fail at something like the Mage Tower.
But I also don’t raid, and I’m only playing Wow now for the story, and I’m going back to other games.
But I think them making Delves an Esport was moronic given the playerbase they were making the content for.
But I’ve always felt that Blizzard was terrible at scaling difficulty, so there’s that. I have no interest in pushing levels for Fomo titles and mounts. I’ve been burned by that before.
But I don’t agree that it should be like the Mage Tower is what I’m saying.
1 Like
As someone who isn’t a challenge seeker and is looking for more of a “solo island” experience than a mage tower experience, it’s been a little unclear where I should set my expectations. Clearly I won’t be trying hard to clear the ultimate challenges, but when all the tuning dust settles, what tier should I expect to be doing just to collect cosmetics and crafting mats? 8s? 7s? 3s? Will my comfort zone (especially on classes where my play is far from optimal) be at or below the “recommend ilvl”? Will delves really be something I do at all with alts for gear upgrades? Or will I stick to WQs as my primary area of play with delves just being something I poke at with one or two characters?
(These are the sorts of questions I’m asking myself - not so much “what I want the devs to make delves into” as “ where do I fit into whatever they turn out to be”)
This would have been the play. OG Mage Tower tuned per spec. But that is a ton of work, that’s 8-12 seperate Mage Towers essentially.
If they did it that way they could also appease the whole casual/solo playerbase by having the difficulty jump in tiers like we do now. This would however force it to be solo only with no group aspects. The moment you add grouping it becomes a mess with tuning like we’ve seen
2 Likes
They just nerfed the final boss of the dlc.