For me, it was when Blizzard decided to make damage too complicated and the play styles changed. Back in Vanilla there was no complicated stacking and buffing of spells if applied a certain way. It was one spell meant a set damage amount/range. Nono of this if you cast this, this,this,a nd then if you are fast enough, cast this to get this bonus resulted damage boost. No, it was you casted said spell/s and you got the according damage output. The whole procs thing ruined it for me. No longer was there a standard cookie cutter spell rotations, but a spell priority. This is fine for some classes, but they should have left a few classes simple to play for people like myself whom cant multitask let alone dread having to use a add on to help determine when to cast spells. I miss when affliction warlocks were the class people played when they were unable to play the more complex classes like johnny on the spot mages.
When going right involves jumping off a cliff and going left involves taking an elevator down and only a tiny percent of people in that situation have a parachute yeah itâs a little more than a simple choice especially for the people who donât have the parachute.
This was the issue here. Time and money went into resources for this stuff and it becomes a waste if such a small % of your player base is even getting to see or encounter it. Had blizzard maybe switch their pay model they could have continued to do this, however being a monthly sub game what happens is people stop paying if they can enjoy something in its entirety. They could have kept raiding in the way it was back in vanilla and TBC but then they would have to spend more resources creating things for the other 90% to enjoy to retain player base. People like to think if blizzard rewind and went back to the days of old school that sub would be so much higher when in reality that would have most likely not been the case. I am willing to bet a kidney had they continued to cater to more of the hardcore masses the sub count would probably be only in the hundreds thousands of players.
And what stopped the people grabbing the parachute from the pile 3 meters to the left of them?
Hint: itâs not accessibility.
If Classic had gone on another 3+ months I would have raided. Within 4weeks of hitting cap Iâd gotten attuned to EVERYTHING,Gotten my mount and had a somewhat respectable set of gear. Hell I would have raided anyways if I wasnât waiting for my guild to hit cap.
I was motivated enough to get all that done, You canât be blaming accessibility when itâs player choice not to do something.
So who gets to decide what âeffortâ is worthy? The ones who want everything to be special, so that only they get to see/complete even a version of that content?
This, a billion times this, so Blizzard solves this by giving more people the chance to see/complete at least a version of the raid content, all while still having the difficult raid content for those who want that.
At the end of the day I would have preferred blizzard continue adding other forms of content besides raids but they didnât.
And regardless the accessibility of raiding was so low very few people got far in it. So given the choice between increasing accessibility or not getting new content increasing accessibility is a better option for almost everyone.
What? Mages were complicated? More complicated than keeping track of dots (especially without a timer mod)?
The problem is that you have to dumb it down/remove all restrictions to access so, so far to get all, or even most, players to see it that it kills it. Maybe 5% of your player base seeing it isnât enough, but maybe 25% is ok? 40%? Trying to get 90%+ to see it is just going to gut the systems in place entirely, and thatâs whatâs happened over the years. I donât blame Blizzard for trying to get more people to see the end game content, but I do blame them for flattening the curve so much that it just doesnât exist anymore.
That was an interesting article. I canât speak for Wildstar, but I just feel that vanilla WoW has so much more going for it to keep people playing that may not be able to commit several hours to the game daily. I donât believe that WoW Classic will suffer from population loss for years to come
People crying at how hard the game was, people crying for wanting more loot options, thatâs when the line should have been drawn.
When I say to hard, this includes changes, pruning, of classes to be streamlined. Hopefully Blizzard will turn back retail to be moreâŠchallenging again. This also includes gold sinks.
In particular the talent trees and the gutted professions. Talent trees felt like choice, even if 89.732% of people ran the same spec. Every level felt like you were getting stronger when you applied that talent point. Getting that fifth talent point and seeing 10% extra stamina or whatever the talent you just maxed out was, felt like a real achievement, and these feel good moments came during leveling. It was fun, it was a good design. Being able to experiment and not be locked into one spec was fun, things felt individualized.
Professions went sideways when they started gating recipes behind PvE content. Professions were always for the solo casuals like me, leave them to us and let us make stuff for the hardcore to consume/buy. That leads me to my second point; permanence. The only profession thatâs worth anything anymore in a meta sense is Alchemy. Pots and flasks are one time use, and needed for end game buffs. There is a steady demand designed into the game. All other professions need to have some kind of consumables tied to upper levels so that there is a viable economic reason to pursue it. Demand is whatâs missing from WoWâs economy right now. Heirlooms should have been tied to professions so that you need several different profs to kit out your alts. Instead, you just buy them with gold and youâre done. HUGE missed opportunity.
I would add vendors to his list as well. I want to have control over my gear progression, whether that is through PvP or PvE. Work a bit every day, get a little closer to that weapon upgrade.
Dailies are no different and should still be around and tied to stories. WQ feel random; âhelp the turtles get to the water, solve this puzzleâŠâ Why not have dailies that revolve around helping patrol a contested zone? Drive out the baddies, etc? I want dailies that feel like part of the world, not a FB mobile game.
In Vanilla I felt a need to log in every day. I would check my deals on the AH, appraise the herb and ore markets, etc. Then I would grind some honor and gather/farm for gold. Do some PvE stuff to progress gear, get closer to an attunement, etc. Now in retail I can do my follower quests from my phone. Not the same immersion.
At. All.
Lastly, level scaling. I like level scaling when it comes to being able to not out-level a zone, but I wanted the world to feel more real, as in âthose frost giants in Winterspring are always dangerous, even if you are a geared 60â. That vibe is gone in Retail. Now the world shifts in relation to you. I donât want to feel like the center of the WoW universe, itâs absurd. I want to feel like a small cog in a very big machine. I want to feel like a soldier in a huge army. I want the world to feel big and dangerous.
I have a goblin rogue who I love but I cannot get to end game. Why? Because heâs a gobbo. And a rogue who uses stealth and poisons to fight because heâs small and weak. He rides a giant rat. Yet everywhere he goes in BFA heâs treated as the savior of the world, like heâs Neo from the Matrix. Nope, heâs a nasty little gobbo just trying to get a bit of gold and survive in the big bad world. But I canât play him that way because of Retail design.
Regarding LFR, I think it was actually a good idea. Want to see the story? Experience the raids without putting any effort? Great! I just donât think any of value should drop from there.
This is an interesting conversation to have because there are really two sides to the coin.
-On one hand itâs like, âCan we justify spending this much time/money/manpower designing and developing these raids and gear when less than 10% of our player base is participating in them?â
-On the other hand itâs like, the model is working. âDespite raid content being very exclusive, our product is doing wellâ Kind of a, if itâs not broke donât fix it mentality.
So to that end I think a sort of middle ground approach would have been best. In my mind I would have:
Kept actual raiding to just 10 & 25 man, with no LFG tool
Incorporated LFR, but gear would be heroic 5 man equivalent, or maybe between that and 10 man ilvl, but definitely not raid tier.
So this way you can have spectator mode raids, but it doesnât impact the homeostasis between raiders and non-raiders. And you effectively have three clearly outlined tiers ranging from fully accessible (LFR) to very exclusive (25 man), so without those interceding levels of raiding or M+ rng boxes you donât muddy the waters between types of players. Youâre not forcing everyone to play in the same sandbox whether you want to or not.
The hardcore community was only ever like 10% of the WoW community. They may be the most loyal customers who consume the product most, but over time, the 90% voice is bigger⊠and the game slowly catered more and more to satisfy the 90% directly⊠instead of indirectly.
I remember a lot of people back then complaining about raid content was something only 1% of the population could enjoy, while everyone else missed out.
I personally like the old model better⊠even though I was never a hardcore player. I only ever did 2 bosses in MC⊠ZG once(And not final boss)⊠and AQ20 once. That was my raid experience in vanilla wow xD and I played every day for hours.
While I still disagree with its existence. I believe that drops should be of a Rare quality a bit lower then what mythic dungeon baseline would be.
On second week of LFR launch in legion for emerald nightmare the mail shoulders off the FIRST boss rolled into a 395 or 295. W/e the highest was at that time. Excited about it, but at the same time confused that I queued for a raid, never said a word, and magically a item that was the best possible raiding option at that time basically. The haste on them sucked for survival tho.