The game died when players chose to tolerate Blizzard’s nonsense. If you’re unhappy, don’t play and unsubscribe. That’s how you drive change. Continuing to pay for a game you don’t enjoy gives Blizzard no incentive to make meaningful improvements.
Except that it wasn’t good in vanilla, tbc or wotlk.
Old man Ruki’s video about this thread is right.
I agree!Make some change,Blizzard!
WoW’s prime time was not good? Yeah, the game is better now, when the game has a fraction of the player base it used to have.
What did they mean by this
I think it means, Buff Demon Hunters.
i believe you specified PvP which is what he responded to
and if classic is any indication, vanilla, tbc, and wrath PvP was awful
Yo Kennie ! Help me get 1 million replies in this thread and make it so big that they cannot ignore it anymore
Anyone else interested, please help bumping it up ! We can do it boys!
No.
How are my beloved tbc classic servers doing
Are they thriving just like streamers said they would
The only reason people don’t flock in mass to those servers is because of the grind just to reach max level.
If they enable a character copy with at least blues, they would have to open new servers.
That doesn’t sound very prime to me my fellow gamer.
totally agree
Honestly how much do they actually care about us the players???
Not too long ago the broke record profits, and laid off a ton of staff to make even More money… Every one of those devs probably had a family to feed, and bills to pay.
Signed. We’re approaching the point of no return - drastic changes are needed to improve player engagement or the PvP scene is going to be done for good. Worry about fun and incentive now, perfect balance later.
I got 2400 as MM last season, now I am getting angry at 1600-1700 as MM. May as well quit til last 2 weeks of season and save a few months of subscription money.
Signed, Pvp is crazy atm.
Good post.
Time for Bliz to do something, MMR is the biggest issue for me - rewards need to be obtainable at the start of the season not the last few weeks!
I think you’re absolutely right: the critical issue is that healers don’t want to play and I don’t blame them.
Healer MMR is hit disproportionately hard by a lack of overall participation. The MMR system relies on participation, when participation is abysmally low, it can’t get the proper spread between the various skill levels. It also leads to situations where healers are matched up against someone who is at a substantially different skill level. This creates a downward cycle where healers don’t want to play because the MMR system isn’t “fair” – i.e., a healer can “win” a game, going 4-2, 5-1, 6-0 and gain very little CR, and sometimes even lose MMR and CR because the system matched them up with a healer significantly below their skill level – leading to lower participation and even more of these unfair matchups until we hit the point we’re at right now where barely any healers are queuing. Healers are the bottleneck for matchmaking, so when healers don’t queue, everyone suffers a longer queue time. This longer queue time makes it so that everybody is somewhat less likely to queue up, which leads to even longer queue times until the game eventually dies.
This is just the issue with healer MMR. This doesn’t even speak to class imbalance, the oppressive prevalence of micro-CC, the lack of meaningful rewards, or the “it only makes sense to play at the end of the season” mentality that week-over-week inflation logically causes.
I have three ideas that I think are relatively simple changes that would go a long way towards fixing some of the fundamental problems with participation that we are experiencing today.
1. Healers Should Not Lose MMR or CR for Winning 3 or More Rounds
Even if there is a vast rating disparity – let’s say one healer is 200 CR/MMR above the other and they tie, as is unavoidable in some lobbies where a dps gets matched with all their counters or is on tilt and goes 0-6, or on the flip side, is playing out of their mind and goes 6-0 – the lower healer should gain whatever CR and MMR they would have normally gained, but the higher healer should not lose MMR or CR. Additionally, there should be a minimum CR/MMR increase per round won over 3-3. For instance, if you go 4-2, you should be guaranteed to get at least 5 CR/MMR, if you go 5-1, you should be guaranteed to get at least 10 CR/MMR and so on, regardless of how much lower the other healer is than you.
What effect would this have? Simple: it would inflate healer MMR. And you would only experience that inflation if you played a lot of rounds. The more rounds you play, the more inflation you get. If that 5 CR/MMR increment is too much and would result in too much inflation, make it 2 or 3. If we presume that this increases healer participation, this would also cut down on the number of “unfair” matchups where these is such a significant disparity between the two healers, thus diminishing slightly the effect of the inflation. I believe this would cause a self-check or self-correction on the inflation effect of this suggestion, such that we won’t end up seeing healers rise to staggering heights. And if they do, we are all acutely aware that Blizzard has the capability to cap MMR.
2. Stop Week-Over-Week Inflation
Or at least lessen it and make the MMR cap such that people are around their typical rating by 3-4 weeks in the season when everyone is roughly fully geared. It seems like an absurd result that the best option to get back to where you were last season is to just not queue and to wait until sufficient inflation has kicked in, but that is the current state of affairs. And typically, I am one of the voices saying “I just like to play the game, I just queue for the fun, rating is just a number,” but I can’t even queue because no healers are queueing up – as outlined above – and everyone else, myself included now, has just said “I’ll wait until the free MMR is high enough.”
It’s a logical conclusion, but it is detrimental to season-long participation. It only incentivizes participation in the last few weeks of each season.
3. Give a Glad Mount to Solo Shuffle
I am aware this is controversial. However, one thing I would point out is that I’m fairly certain Legend is one of the only high-end endgame rewards that cannot be bought in a way that comports with the TOS – you can buy a Mythic Raid carry, you can buy Glad, you can buy Hero, you can buy Mythic Plus carries… I’ve heard that there are boosters out there for Solo Shuffle, but frankly, if participation was high enough, I don’t know how they’d be able to operate, and I’m pretty sure whatever they’re doing is against TOS. As such, Legend is, in my opinion, one of the most legitimate achievements you can get, and one that is representative of your individual skill. It should be worthy of a Glad Mount.
Furthermore, I think that each season should have a reward track that looks similar to “battle pass” reward tracks. I think that we should get the base Glad Mount model for that season at the start of the season – without all the cool armor and effects. For instance for this season, perhaps it’s just the slitherdrake with a glowy green skin. And then as we play, as we participate, we get more items to add to the mount – armor, horns, headplate, more effects – the same way that dragonriding customization works normally – that gets it close but not quite to the glad mount appearance until you reach 2400 and get your wins in at that level, which could reward perhaps an extra cool headpiece for the mount, or an extra glow or similar effect – or something more immediately recognizable, a different tint perhaps like the difference between the AOTC mount and the drop for this raid tier, and so on. The “all or nothing” system we have now just doesn’t incentivize anyone who can’t feasibly reach 2400+. This system would obviously have to be thought out more thoroughly than this, but I think it’s absolutely time for Blizzard to reconsider its reward strategy.
Conclusion
In sum, participation is at an all time low, especially amongst healers. We need changes, and we need them now. I hope this thread ultimately does bring about the change we need.