By casual, I mean players like myself who do not raid (other than Raid Finder), who have never run Mythic+ dungeons, or any Arena PVP. I spend most of my time doing daily quests/world quests, working toward achievements, running dungeons (normal and heroic only), pet battles, and running old content. I enjoy collecting mounts, pets, toys, and fishing, farming/crafting, and archeology are some of my favorite things to do. Please understand, I am not criticizing hard and challenging content. That needs to be part of the game. But, for example, if I compare content from Pandaria and Legion expansions with those of BFA and Shadowlands I can see a significant decrease in content for casual players. Why is that? I talk with other casual players daily. The lack of good content (Quest hubs, World Quests, Dungeons, Archeology) is a big concern. For example, why have a new dungeon on mythic only when the casual player base does not run mythic dungeons at all? Blizzard, we believed you when you said that you “listen to players.” Where is the evidence of that statement? I am a big fan of World of Warcraft. This post is mainly concerned about the lack of good playable content. And an overwhelming feeling of not having a voice as a casual player.
Moderator: Edited title to remove callout to Blizzard. Using words like this to call attention to the post is a violation of the forum rules.
Lately the dungeons they add have always been mythic only. Until the next patch when they break it up and add it to the M+ cycle and in the process made queue-able versions.
They did this with Karazhan. They did this with Mechagon. They will likely do it yet again for Tor’varwhatev.
I’m not really sure what your complain really is. You still have dailies/world quests. Dungeons to queue. Archaeology is missing, but beyond that I fail to see how there’s that much of a difference for this kind of only queue-able playstyle.
Heck, if LFR has domination sockets and shards you have MORE to do than you did before I’d say. As LFR hasn’t really had a reason to run since well…MoP with sets.
Flawless and family-specific Battle-Training Stones now provide a flat 2,000 experience (was the amount required to gain one level).
Fel-Touched Battle-Training Stones now provide a flat 10,000 experience (was the amount required to gain five levels).
Battling wild pets with a team of comparable-level pets now provides double experience. Pets on your team are eligible for this bonus if no pet on your team is more than two levels higher than any pet in the wild team.
The experience penalty for a pet dying has been reduced to 50% (was 100%). Pets still need to be active for at least one round to be eligible to earn experience from a battle.
All pet experience earned in battles is increased by 50%.
To compensate, the Pet Battle Bonus Event buff Sign of the Critter has been reduced to 100% (was 200%). The net effect of this is that pet experience gained during the Pet Battle Bonus Event will remain unchanged from current values.
Developers’ note: Pet battling is a fun and exciting mini-game, but the current incentives result in esoteric strategies being the only optimal choices. This results in a barrier to entry that discourages players from engaging with this system. We believe this set of changes will widen the range of optimal behavior without nerfing any existing leveling strategies.
No, I did the vast majority of the game’s content, and I experience the raids two expansions after they are current.
I got a realm first fishing achievement, got most of the archaeology achievements, Loremaster, Seeker, collected tons of rare pets and mounts. I have a brutosaur and a black widow and a spectral tiger and an ethereal soul-trader and a dragon kite and a D.I.S.C.O. Ball, and most of the BlizzCon goodies because I attended all but the first BlizzCon. I have 44 level 3 garrisons churning out hexweave bags on the daily.
I dare say I’ve experienced more of the content than most people.