What, if anything, would you change about the raiding experience?

I think youre upset. :rofl: :rofl:

Add vendors that have all possible loot that can drop in the game. Then make a currency you get to purchase the gear that you get from doing anything in the game, whether its legacy content or not.

Then make the raids drop cosmetic stuff that applies to the character and the gear you already have.

Up the loot drops.

Add a currency to guarantee loot.

Put a spray job for vendor bought/raid dropped gear.

Actually, I’d argue that mythic plus is what made dungeons (heroic that is) lose their relevance so quickly.

Back in BC and Wrath a lot of people were running them for most (if not, all) of the expansion. Reputations, badges, repeatable quests, decent placeholder gear as a raider and whatnot kept them relevant.

Now they are just a stepping stone to mythic so other than the weekly quest, not much point to go back.

1 Like

Make them have less trash mobs that only end up wasting time and giving people repair bills. Better boss fights in their place. Fix the drop rates. Make legos drop from bosses again that are good ones and feel like an actual orange piece.

1 Like

More gear drops and 0 chances at gear dropping that no one in the raid can use. It’s stupid wasting 6 hours a week on a raid and you don’t end up with a single piece of gear.

And stop with all the time waste. Have us respawn at the front of the boss ffs

1 Like

To somehow increase the number of tanks based on raid size preferably keeping the 1 tank 1 healer 3 dps norm from dungeons. Its hard to find groups that need them and I get tired of the pug experience.

Moo!

1 Like

world firsts

Im 7/9 heroic. Raid are easier than +14 Brackenhide.

My raid is only 2/9 heroic…but I have done plenty of +14 Brakenhides or higher. It’s hard to compare actual difficulty because of the number of players and differences in skill.

Also, not sure what that has to do with the post you responded to.

What I’d change? Well …

  • LESS TRASHOr at the very least if the same amount of trash – MORE EPIC-LOOT drops from them (or cool unique transmog items).
  • More QUICK ACCESS TELEPORTS / portals / nodes etc. If you wipe, or DC & die etc – It’s a pain to have to run back, even if there is some ‘Movement-speed-increase’ click item.
  • HARD-MODE’ triggers, like Ulduar had. I’m not talking about heroic or mythic, I’m talking about doing mechanics a particular way or activating something drastic that gives bonus loot + additional bonuses to something spectacular within it.
  • More SMALLER-RAIDS, with a larger one every third one or so.
  • ‘COMPLETIONIST’ Rewards. For clearing the whole raid, regardless of vault or time of the week – You get to choose either 1 guaranteed random tier piece, or a random non-tier piece.
  • STRONGHOLD RAIDS. Where once you complete the raid, you unlock the zone, town or city that it’s situated in. Should you want to do the instance again, talk to an NPC who doesn’t know who you are “Tell me the story of the champions who made all this possible?” – Should you want to do it again for loot, story or otherwise.

Make blood DKs do more damage

If I was designing WoW, for actual fun and not MAUs, I’d:
-Have multiple locations with fewer bosses instead of a single raid.

-Put normal on the LFR queue (other topics have been made on how to deal with this).

-Make Heroic the top difficulty, no need for FOUR tiers of the same raid.

-Design Open World raiding: Use shards for grouping, and the whole past content as potential locations and adjust accordingly.

-At the very least, big instances like the DR dungeon, with optional story/questing/events/RP content inside.

-Use less trash or significant trash (mini bosses, if you would, with relevant BoE drops. not on a respawn timer) if we gotta stick to hallways.

-Iterate on more fight designs, especially for tanking, other than “2 tanks + taunt swap”.
Get some 0-10 tank fights going on.
Make some classes unique damage type/skills be relevant in/change a few encounters.

Related:
-Redesign M+. Speedruns should not be the only way you can make something difficult. The increasing HP/dmg/affixes should be enough limiters. If anything, limit long-ish CD usage to once per run.

  • Make a “Raid+” using the above design for those who love challenges, and award unique titles/mogs etc.

For all content:
-Gear tokens/mats along with regular drops.
None of this “useless kill” crap we have now.

-Dedication/time spent should be as rewarding as difficulty in the long run.
Decouple player power from player prestige.

Love the ideas I’m seeing in here. Why they aren’t in the game by now I think is because the devs are in constant shambles. I also think they can’t even program most of this stuff anymore. I think they’ve run out of dev talent and money at the same time.

You’re already the highest hps in the game, you can take the L on rhe dps front lolol.

Competence. Unfortunately the exp buff has taken me away from raiding on my main for a bit, so I’ll still be a ways to go until I work my way out of LFR hell.

This is just my personal opinion but they should really expand raiding to smaller group levels and yes I remember 10 mans, but they should find a way to make it work.

I’d do away with combat assist addons like WA or whatever and go back to designing/tuning raids around what people can handle without addons telling them how to do the mechanics.

After that, i’d go back to having a bunch of smaller 1-2 boss raids between tiers (like Ony or Gruul).