Hello there! I hope everyone is doing great.
I play this game for a loong time and I know that we have some cycles in life, specially in gaming where we play a game for a time, then quit, then comeback and quit, etc. But looking now, with some knowledge of gaming design that I aquire, at the state of Wow, looking at guilds trying to achiev Cutting Edge or looking at people trying to get that juicy M+ score, we can feel that less and less players are enjoying the game, long queues for healers, friends stop playing, players getting frustrated thanks to hard rng based drops.
You know, nowadays it is hard to see new players joining our fronts in WoW, maybe some old gamer fellow that played some expansions ago but never a new fresh soul. Gamers nowadays like things that respect their time, something you can play and enjoy after a long day at school or after a hard day at work. In RPG you wanna see your character getting stronger, every time you spent you want to be sure that you are progressing. That isnt happening in WoW, cause the whole end game system is made for like a dozen of guild raiders and its kinda crazy cause this is an MMO. Imagine you as myself, a brazilian player that already have the community hate for being br, playing with a latency of 160ms, trying to achiev the end game goals, playing with a class that is not meta and being behind dps cause my class is balanced based on a legendary and a very very rare trinket⌠What are the chances for me to achieve my goals in game (i know its possible, but its not like I have 80% of success right?), now imagine a new player trying to do all this, without having a friend, trying to learn the game from scratch⌠probably he wont last till max level.
Class balances behind a super rare drop are a very very poor design choice, Im main warrior and I have 15 kills on Fyrakk on HC, I saw that rare trinket drop 1 time lol and still I dont have the leggo, this is kinda lame. I dont blame people quitting the game after getting frustrated thanks to this rng drop chance, week after week you kill a boss and needs to be luck to roll for a trinket that almost never drops. The excuses are âits hard to get, but when you get it you will feel very very happyâ and we know in game design that we cant just give the item for free, the player needs a journey to achiev that but in WoW the journey became longer and longer just to keep people logged in, cause in-game time are a thing for the shareholders.
Blizzard needs to revamp their whole system of itemization and challenge for end game content, they need more people at class balance cause everyone have a favorite class and they want it to shine. I know there will be always a meta, but make the non meta classes more viable is what we always want to see (hey look at the ret pallies now XD).
TLDR: This games need a better way to get gear to reduce the rng around item drop, a better balance team for each class and devs that really play the game.
Sorry for my text messy structure and for my english, its kinda rusty. This text is not meant to hurt anyone or to cry on this forum, is to invite you for a reflection.