Top 10 Worst Design Decisions in SL (My pick in no particular order)

Together? That is a strange snack.

I agree with most of the issues, although someone earlier in this thread put that Mythic plusses are still too rewarding, now I want to be a rogue and stab that character in the back. People can go on multiple runs and not receive any gear because of RNG and reduced loot, all the effort and pushing only to get nothing in return besides 35 anima per run.

The one I don’t agree with, is the legendary farming, because there is a catch up mechanic if you started your anima conductor and have reached level 2. I’m only two weeks away from obtain all the memories after I reinforce the anima lines and pick up the lost memory tome from Court of night.

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Mythic+ design and the mythic meta in shadowlands definitely belongs in the top 10.

Currently some mechanics are over tuned and doing way too much damage. Even at lower level keys. They will quite literally one shot people.

Class design problems also belongs in the top 10. Some classes are still really weak in certain aspects of the game that make them entirely undesirable for mythic+

I actually like this. it’s like a Souls game and I’m fine with a Hell like zone being brutal. There are things you can do to make it easier/safer. Though I do hate that you can’t go AFK in the zone once you have EoJ stacks if for whatever reason you do get pulled away from the PC you’re dead.

I’m glad they are gone I hated being forced to grind some currency so I could tilt myself from a boss just giving me more gold. A failed roll would just give you more anima. Do you get excited when you get bonus anima?

I think this is great. I’ve seen the story line already, I don’t need to sit it again. I wouldn’t enjoy being forced to redo the intro quests of each covenant. I went directly the covenant I wanted my alt to join and did side quests. I got to do “new” content which is great It didn’t feel slow and it was something different.

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Basically you want the “purple rain” model where epic gear is meaningless, not everyone is going to agree with you.

I’ve concluded that there are good complaints and bad complaints about this game:

  1. A bad complaint is a thing that a player is complaining about because they’re frustrated, but that thing is ultimately necessary.

  2. A good complaint is something that is actually bad, like a bug or a massive disparity.

I would consider your complaints mostly of the bad type with all due respect.

No one wants “purple rain” like bfa. But there was no reason to bring gear amounts BELOW the level of pre TF.

Yes, everything you do puts things into your vault to choose from, but it doesn’t feel good to loot 35 anima from a corpse and be like “well next week I MIGHT get something useful”

Even just upping the non-gear rewards would be welcome. 35 anima is nothing compared to the costs of things.

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Failing to deliver on the unpruning.

I would have to disagree, I see quite a few players complaining about not receiving enough epic gear. That model might feel good for a short period of time, but when your character is fully geared for a tier in just a few weeks then that is ultimately bad for the game.

I appreciate that some players are frustrated about not receiving loot when they want it, but gear has to feel more rewarding than it did in BFA. I do agree though that there should be slightly less gear RNG. It feels super bad waiting a week only to get something you do not need.

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There was no reason they had to swing so low.

3 pieces per 20 is lower than mop and cata when it was 1 per 5, but like i said, even adding more anima would help, getting 35 is like… why? I just killed a heroic boss or did a +7, and all i got was 35 anima? What does that do? I need THOUSANDS to buy something.

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If you think anima rewards should be a bit higher then that is a different issue, but there is a delicate balance. I have no idea what Blizzard’s anima calculations are based on, but they have to make sure it’s precisely the right amount since some players burn through the game at a high rate of speed.

I mean, anima provides no power benefit so it would be something they could do to make content feel more rewarding.

Or even just a little more gold, you spend so much to do content and get barely any in return.

I have noticed that I am receiving more gold from daily activities than I did in BFA, but the problem is we’re spending more for things that are needed, such as consumables or mats for legendary gear. An average player can easily lose most of their gold in a short period of time. We’re missing data though, only Blizzard knows these things. If you think activities don’t feel rewarding enough and you are not advocating for frequent drops of epic gear then I would consider that a valid complaint.

No one reasonable want’s BFA amounts of gear dropping. Honestly I just want times when I get no gear from a boss or a dungeon to feel just a bit more rewarding.

Hell, people love the upgrade systems they’ve had in mop and wod with valor points so they can get a little more ilvl out of gear that they already have, that could be something too.

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They REALLY don’t want to have to make TBC Classic I bet. It would be a lot cheaper to just leave Classic as is and let those who love it stay there for now. The more people who buy SL, the better chances they have at selling more tokens and shop items which is just bonus cash for Acti-Blizz. I’m sure when they start seeing a massive drop in players TBC classic will get announced to hopefully get some of those players back, and maybe even have them try out SL again after they’ve made QoL improvements which the game should of launched with.

I think they are trying to see how many Classic only accounts can be converted to retail ones which is why some “classic” type stuff bled into retail. For the hardcore player base these changes haven’t done much, but for the more casual, log on a few hours a night player it’s killing a lot of the fun they had in Legion and BFA. For both of those games many faults they did right by the casual player who had many avenues for gear close to/on par with the raid, M+ key pushers. Like at the end of BFA the neck was the only piece of “gear” you really had to work at for essences. Every other slot was easy to fill and let you compete in pug raids, M+ or even PvP without a massive time investment.

Now we’ve gone 2 steps back where even the thought of starting an alt has me going “nope” cause I’m behind on Torghast, gear drops suck and the best way to gear is grinding honor, which will also suck now that most players are 180-200 ilvl and will just stomp a fresh 60 with the insane burst in game. They took the frustration of being behind on AP/Legendary items in Legion, or AP/Essences in BFA and moved it all to slowing gear progression, including Legendary crafting. Like how is a base 190 Legendary even considered Legendary? It’s such a dumb feature that we even have to upgrade them this early in the game. They all should of started at 235 base, and they could of added new recipes each patch to upgrade them.

I’m only continuing to play at this point cause I found a pretty good group/guild to raid with. If I didn’t have that I’d of unsubbed after the first 3 weeks…which I imagine some of my friends who don’t have the time to raid and just want to do some casual PvP and M+ are going to end up doing by January.

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I’d probably agree with many of the OP’s points if I had any real plans of playing SL on a regular basis, but I’m expecting to be taking many breaks.

For me, the issue is that you need to do instances for things like professions, etc. That’s annoying.

On a personal level, Mythic may be my most hated aspect of current WoW, simply because once it hit, my entire guild began to spend most of their time running them or other raids, or prepping for raids. Killed the guild, made teh game less social for me, so I took a few years off.

I can see how those systems are annoying for others, though (OP’s points, not mythic.)

Otherwise - the story is unengaging, the terrain layouts are painfully contrived, and even the dialogue is designed to stretch out playtime standing around.

Far too many cutscenes, voice acting leaves me cold.

I guess teh music is ok, although I have it turned off.

I don’t mind the amount of anima received. Aside from setting up the initial buildings, everything else really just cosmetic, right? The game constantly throws anima at you so hitting that 1k for the weekly is pretty easy. It’s only a grind when I want it to be a grind. I don’t feel forced to do world quests but they’re there if I want to or I’m getting close to upgrading something or buying some transmog stuff.

Though I don’t understand why the ilvl on world quest gear is so low. I started a bit late I haven’t stepped foot into the raid yet and I’m just now starting to do m+. So I’d assume I’m a bit “behind” most players in ilvl and none of that gear offered looks appealing even for an offspec. So I don’t really see the point of them. It’s just a little bit “free” enchanting materials.

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I mean, when you struggle through a dungeon over the course of 30+ minutes (we’re still not overgeared and doing +20s like in bfa) and all you get is 35 and you need 1500 to even buy something as simple as a pet i just doesn’t feel good

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I agree with all of these

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I don’t. One of my biggest gripes with the game is there is always something overly cutesy somewhere.

I can’t stand them simping at me.

The disconnect between the hardcore and casual player bases is so evident in how SL is being received. Like just cause I can only play an hour or two on my non raid nights shouldn’t disqualify me from pushing harder content.

Gear progression is a mess with items starting at 184 in normal Mythical which is really the “start” point of the game. Normals are for leveling and at this point Random heroics just exist as a barrier to Mythics and LFR raids.

They really should lessen the difference in ilvl from mythic 0s to Mythic raids. A variation of 42-51 ilvls of progression from the start point is insane. The difference between a Mythic geared player/Gladiator should be max 10ilvl. They don’t need to have massively inflated boss health requiring inflated gear if the mechanics are hard and still require skill to beat. The same goes for PvP. A Gladiator vs a Combatants should be evident in the skill not the ilvl of gear where a 226 geared player can easily one shot a fresh 120 in 170-184 ilvl gear.

If they took anything from classic and wanted to make gear “meaningful” they should of looked at the start where people were happy farming blue loot because it was itemized to last multiple tiers of content. If they game is fun people will play it. We don’t need gambling mechanics and scaling rewards to keep is hooked if it’s fun to play. Since they keep these insane differences in gear and now slowed it down I’m betting they must really not believe in the design of the classes or content enough to keep players subbed.

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