Looking like that’s going to happen story wise anyway after the Castle Nathria raid. /shrug
I think that sounds like a good idea.
Huh? We know what’s coming after Castle Nathria?
I’ve actually done stuff like that - one of my most popular posts was of my attempts at ironmanning classic
Which, while it was fun, wasn’t the same thing as knowing my character would be deleted every time I died.
That is how I am able to say that it isn’t the same thing. If covenants are supposed to be us committing to a faction with all the booms and penalties, being able to swap means that your faction is just another ‘load-out’. It isn’t building anything.
Just because it doesn’t hand you everything doesn’t make it mediocre.
No RPG does it the way Covenants do. I don’t make a choice in Dragon Age and it turn into a hard reset to all of my progress.
We don’t for sure, but we know why the conflict between the various covenants is happening. We’re solving that conflict in Castle Nathria. I want to avoid spoilers but it’s on wowhead and elsewhere. So RPG wise the “The covenants are frienemies that are more enemies” thing could easily disappear in 9.1 is more the point.
I don’t know, it’s pretty similar to several I’ve played in the past.
Single player or MMO? There is a huge difference in what’s acceptable game play wise when you have save points.
I’m fine with the system but people like us seem to be in the minority. Nevertheless I agree with you OP. I wouldn’t be as interested in covenants if they were little more than cheap suits.
Back in EQ you had to choose between factions at war with each other, that determined what raids you were doing, what quests you had access to, and what home cities you could hang out in. No one complained from what I remember.
conveniently that’s everything in the whole game except for your race, class, faction
and those are enough. There’s no need to create anymore systems which are just as restrictive.
EQ was also a much much more hardcore game. WoW has always been casual, to some extent that meant muting RPG aspects like that, losing gear/levels on death etc. as they weren’t compatible with the casual ethos of WoW.
I personally want there to be more content like that, more choices like that. Don’t take it away because people can’t stand not being 100% maximized for every bit of content.
Doesn’t matter, the people that don’t wanna go wrong, or the people that care just a little (basic research on Google), they will just pick the one the YouTubers/sites will suggest.
Of course, we will have the people that don’t do any research and don’t care, we already have it, you know. These people will be in that grey area, they will be or not invited to do something.
I feel like battle pets should be able to be any type and switch to any ability set we want, but we’re forced to invest in them for a bunch of levels. Doesn’t that suck
one of the most casual parts of the games having restrictions but nobody mentions it
just choose your covenant
And it’s still the same game. Accessible and non-punishing.
So RPG wise the “The covenants are frienemies that are more enemies” thing could easily disappear in 9.1 is more the point.
I didn’t realize they were enemies.
Shadowlands Spoilers
I thought the angel boys were just pissed that one faction of scourge attacked them, and all of the factions are mad at the vampires for stealing all the blood and giving it to the Jailer. I haven’t kept 100% on top of all the story-lines though.
I don’t know, it’s pretty similar to several I’ve played in the past.
It is a bit different in that it’s not really an extension of our character/class like most RPG choices would be.
To use Sammonoske’s Dragon Age example if I specialize in Arcane Warrior in Origins then I’m locked into it, but that’s an extension of the Mage class. That is exclusively a mage thing.
Venthyr is not a Paladin thing or a Rogue thing. It’s a vampire thing, and I didn’t roll my character to be a vampire or a night fae or whatever. It’s not even really a sub-class. It’s just an external thing being applied to any and all characters that pick it.
The main thing that’s the same with it is the “you can’t easily change once chosen”, which while I like that idea it could have been done much better.
While I agree it’s a ridiculous argument, it does beg the question of “Why is one limitation okay but not the other when we can apply the same argument to both?”.
Thank you. Glad someone interpreted my facetiousness correctly.
Going to vehemently disagree on that, borrowed power systems are always are less casual in my opinion, as is punishing players for making a decision. That has, up until this point, been against the core ethos of WoW. Shadowlands is the first time that the game will have a punishment for death other than a repair bill, that’s a huge change. While it’s restricted to the Maw area, it’s a massively unfriendly change for how the game interacts with players.