Category Archives: WoW
Amidst all the flying talk, one of the minor details of 6.2 that you might have missed was that the Apexis Crystal gear was being changed from requiring, well, Apexis crystals to straight gold. The pricing information as it currently stands on the PTR seems… well, just look at it:
As a point of reference, the highest tier of Apexis gear is the same ilevel as what drops in the LFR version of the new 6.2 raid. As another point of reference, the average price of a WoW Token in the US is around ~22,000g. Hmm.
Some people are more than eager to connect the dots:
I don’t think you quite understand the concept of P2W. In 6.2 a player can get a high level armor set without fighting 1 mob, player, gathering node, pet battle, or entering 1 raid/dungeon. Buying gold from the Blizzard shop and then buying apexis armor with that gold is the definition of P2W.
Blizzard has never sold gear with such a high ilvl as they release “new” content, but 6.2 changes that. Also for years Blizzard fought gold sellars and buyers (limited bans were common), but they now sell gold themselves.
It’s a good talking point, aside from the fact that players will have to do something between level 90 and 100 before they can equip the gear. And, technically, this was possible the moment the WoW Token went live insofar as buying BoE items from the AH.
But then I read Blizzard’s response and all my sympathy simply evaporated:
Ah, yes. “To discourage their purchase.” So you introduced a new gold-for-gear system into WoW, which just so happens to be a few months after introducing purchasable gold… but don’t want people to use it. And you price it around the same rate as the WoW Token you sell for $20. HMM.
Hey, weren’t you guys pulling shit off the Black Market AH because you didn’t want to portray even the slightest hint that you were directly selling gear for cash? Whatever happened with that?
To be clear, this doesn’t upset me because I believe it to be actual P2W shenanigans. What exactly do you win after spending $120 and being on the same level as anyone in LFR? What upsets me is this slow-motion, amateur-hour PR disaster in the making.¹ That and the fact Blizzard has used the outrageous excuse of “to discourage their purchase” to justify $25 server transfers for years. Not because it’s a high-margin revenue stream with inelastic demand, heavens no! It’s for their customer’s own good. Blizzard is practically doing us a favor for charging so much!
For the longest time I have sought to moderate the absurd histrionics I’ve encountered regarding WoW. Things like the removal of atunements, introduction of LFD/LFR, hybrid taxes, Old Blizzard vs New Blizzard, and so on. Not to defend Blizzard for the sake of Blizzard, but to defend rational design decisions in their own contexts.
This shit, though? Holy Jesus. The individual components of the change are not necessarily bad on their own, but the roll-out and communication is absolutely tone-deaf and Blizzard deserves all the shit they (hopefully) get over it. “To discourage their purchase.” I just… I can’t even.
¹ I technically wrote this before the whole flying fiasco started to unravel.
While MMO-Champion has the summarized version of a recent Venture Beat interview with Ion Hazzikostas, I think it’s worth reading the whole thing for yourself. Because it’s only after reading the actual words, do you realize the utterly fascinating world the Blizzard devs must inhabit.
For example, this section was up near the beginning of the interview:
GamesBeat: Has anything about the content in the Warlords expansion disappointed you?
Hazzikostas: There are areas where we’ve seen slight declines, but we attribute that largely to a failure on our part to properly keep them incentivized and interesting.
I think [five-player] dungeons is a great example of a shortcoming there. We created a bunch of new dungeons for Warlords of Draenor, but we didn’t really give much reason to keep running them after the initial weeks or couple of months of the expansion.
In the past, you kept running Mists [of Pandaria] dungeons, which probably overstayed their welcome a little bit, but you kept running them for valor points [which you could exchange for gear] a year-plus into the expansion.
We felt that was a little silly to keep running the same content as you got stronger and stronger and stronger, still getting that reward, which is why we removed something like valor points. But I think we went too far.
Far be it for me to point out that “running the same content over and over” is, in fact, the cornerstone upon which all MMO content is built. In fact, it’s really the foundation of the majority of RPGs, or any game with experience points. Even in pure PvP sandboxes, someone is out there mining space/fantasy ore, someone is farming mobs for loot, and the gears of the game economy turn only from their Sisyphean labor.
And, of course, there’s nothing stopping Blizzard from, you know, releasing new dungeons throughout the expansion if they don’t want us running the same half-dozen. If they’re still gun-shy from the ZA/ZG fiasco, they shouldn’t be, as the solution is easy: scale all dungeon gear upwards. We know they have the technology.
I might be able to take Hazzikostas’ word here as a radical shift of Blizzard philosophy regarding repeatable content in general, especially given Warlords has cut back on daily quest hubs and reputation grinds. But then this happens:
GamesBeat: What features of patch 6.2 do you hope will improve the player experience?
Hazzikostas: We’re adding mythic [difficulty] dungeons that allow even players in a group with four of their friends to go through a harder version of some of our dungeons with a weekly lockout, almost like a mini-little five-man raid. It should be a fun experience. […]
It’s just getting that type of gameplay feeling relevant again. [Group dungeons are] one of the greatest strengths we have in the MMO genre, and it’s definitely a shame that there weren’t as many reasons as we would have liked to do them recently.
Let me emphasize this a bit stronger for you:
We felt that was a little silly to keep running the same content as you got stronger and stronger and stronger, still getting that reward, which is why we removed something like valor points.
[Group dungeons are] one of the greatest strengths we have in the MMO genre, and it’s definitely a shame that there weren’t as many reasons as we would have liked to do them recently.
I… I can’t even.
…guys. Out of all the developers in all of the world making all of the games, these people have the one with 7+ million subscribers. They think “hey, running dungeons for Valor points, something we introduced back in TBC and has been working ever since, is silly. How about we axe it for no mechanical reason and not replace the incentive with anything, and just see what happens?” I mean, not even with gold, which would have been an interesting dynamic. Would you run a daily random heroic for a bag with 150g inside? Maybe that would even be too much, but at least it would have been something.
But, nope, they took “one of the greatest strengths we have in the MMO genre” and removed all incentive for doing any of them, followed by a continued failure to introduce any new ones. The issue is not even a lack of incentive for 5-mans, the issue is they thought it was silly for you to do them over and over again, incentive or not. Who are these people, and why have they never played an MMO in their life before? Seriously, what did they imagine their audience would be doing every day? Not playing the game? Unsubscribing after they consume all the non-repeatable content in two weeks?
In which case, mission fucking accomplished.
Is there a more boring class in WoW than paladins?
This question has been fermenting in my mind for quite some time now, and it’s a rather depressing one as someone who has had a paladin “main” for damn near a decade. It isn’t a “grass is always greener” issue either, or even a “Retribution brings nothing that a Holy paladin couldn’t” issue. The issue is just straight-up soggy cardboard class design.
I am primarily speaking towards Retribution, as that is what I level and play as most of the time. And it’s mind-numbingly boring. Judgment, Crusader Strike, Exorcism… wait for procs. Sometimes a long string of connected procs appears, and I pretend like I’m having fun for 20 seconds. It never works though, because none of my attacks feels like it has any weight behind it. Part of that could be because every special attack sounds like I’m squeezing water out of a sponge.
Then you get to paladin abilities. Avenging Wrath was the peak of Retribution design, or any paladin design, really – everything else has been downhill. Every button on my bar is defensive. And not like “cool defensive cooldown,” just straight boring damage reduction most of the time.
- Hammer of Justice. “Trinket this and win” button.
- Word of Glory. An “I LOSE” button.
- Lay on Hands. Full heal. Neat.
- Divine Shield. Aka Bubble-Hearth.
- Cleanse. Okay?
- Divine Protection. Damage reduction, wheee.
- Hand of Protection. Ghetto Divine Shield.
- Hand of Freedom. “Dispel me” disco ball.
- Emancipate. For when Hand of Freedom is dispelled.
- Avenging Wrath. The one legit ability.
- Hand of Sacrifice. Soooo useful, Blizzard, thanks.
The talent tree is also incredibly sad:
- Tier 1: Remember when paladins were actually mobile? Now they aren’t!
- Tier 2: Remember when Retribution had PvP utility? Now they don’t!
- Tier 3: Remember when there was a cool interaction between Sacred Shield & Flash of Light?
- Tier 4: Straight-up useless.
- Tier 5: Want a cooldown for your cooldowns, or proc for your procs?
- Tier 6: Have another button that you press once and forget to press again.
- Tier 7: YOUR ULTIMATE ABILITY IS… hey, let’s make Divine Storm not suck.
Glyphs? Just look at them. They’re total garbage. Damage reduction or more healing. Wait, wait… one of them increases the damage on ONE ability, but only for the second mob you hit. Which is just fucking fantastic, exactly what I was looking for. Where’s the glyph that completely changes your leveling rotation, like the priest’s Glyph of Mind Harvest?
Find me a more boring class for leveling, for farming, for PvP. When I get on my Death Knight alt, it’s like 10 years of the hopes and dreams of paladins everywhere, condensed in playable form. “Here’s damage reduction… and a stun break/stun immunity!” “Here’s spell damage reduction… and CC immunity!” Look at Tier 7 talents for DKs. Go ahead, I’ll wait.
…they are all goddamn abilities from the Lich King! That feels amazing and gets you pumpped to hit max level. Where is that cool Uther or Tirion feeling in paladin talents? Nowhere. Total garbage.
When I play my warrior, I feel excited because I’ll basically be able to Charge every mob. When I play my DK, I feel excited because I can Death Grip every mob. When I play my rogue, I feel excited because I can fucking teleport behind every mob (seriously, Cloak & Dagger is amazing for leveling). When I play my druid, I feel excited because I’m playing a nuanced class that some designer actually gave two shits about because whoa, look at all the things I can do.
The more I think about it, the more it feels like the paladin class was transplanted from another game entirely. It doesn’t fit WoW anymore, assuming it ever did. The niche it fulfills is “all these buttons are for other people” when the game has been about all the cool individual things you can do for the last three expansions. In fact, every other class has so many individual things they can do that they don’t need paladin assistance anymore.
I haven’t felt excited about paladins since Wrath, really. Not because there were moments when Retribution was overtuned – although it was glorious for a while there – but because it felt like there was actually nuance to the gameplay. Hand of Freedom broke stuns. If you cast Flash of Light on yourself when the 6-second shield from Sacred Shield was up, it was almost always a crit. There was some interplay between abilities back then.
Paladins need an(other) overhaul. Or, at least Retribution does. There’s nothing retributive about them. Too many of the Ret abilities serve no function to the paladin him/herself nor hinder enemies in any way. Again, if that’s supposed to be the paladin schtick, it’s a dumb one for the way the game is currently designed.
Want some suggestions? Invert the Hand spells for Retribution for starters. Hand of Freedom becomes Hand of Confinement for enemies. Hand of Protection becomes Hand of Sequestoring, e.g. same exact effect except castable on enemies. Hand of Sacrifice becomes Hand of Punishment, where 30% of the damage you take is dealt to that enemy. Hell, how about inverting Divine Shield to Divine Retribution, so that instead of being immune to everything you simply reflect incoming attacks/spells?
The devs wouldn’t need to give Retribution all these abilities either. Make us choose, if you like. Have it be talent, or gylph, or (sigh) cooldown. Make it so that if you take Hand of Confinement, you can’t cast Hand of Freedom anymore. Something, anything.
I originally chose to play a paladin in WoW because I always found them conceptually interesting as a class in D&D, but disliked the Lawful Good limitations. Being a frontline fighter killing things with a sword of light was cool. And that concept can still be cool. Remember Seal of Blood? Conceptually cool.
Tirion. Uther. The Ashbringer. Did you feel anything from those names, and if so, were those feelings at all comparible to the feeling evoked from WoW paladins? From where I’m sitting, whatever class Tirion and Uther actually belong to, it sure as hell ain’t paladin.
One of the recurring themes across various forums concerning WoW’s shocking 2.9 million sub loss is “Garrisons did it.”
Garrisons offer too much convenience. So much that Draenor went from populated to empty in a few short months. Nerf garrisons. (+239)
On the surface level, it’s easy to agree. Everything in this expansion pivots around the Garrison, from the 2nd Hearthstone to its more centralized location, to the mission system, and beyond. And as many people have pointed out, Blizzard went from being worried about player housing siphoning people from the capital cities and sequestering them into instances to… encouraging players to stay in their instanced Garrisons. Why leave? There are no daily quest hubs or relevant reputation factions to farm, and grounded travel limits your vision to the immediate horizon.
But then Grumpy Elf made me realize what was actually missing:
5) Valor / Justice:
This is the biggest, single most missed thing in the game right now. So much is connected to it that I imagine that you do not even realize it. Valor was a carrot, one we kept chasing each and every week. It was a motivator, something this game is lacking at the moment.
For any game of this type the key to success is to keep up running the wheel and points did that. Be it valor to get the weekly cap or justice when you wanted to convert it to honor or buy heirlooms. Collecting points was a good motivator. It gave content repeatability. At the moment you can hit 100 and really have absolutely no reason to do dungeons except to start the ring quest line but with valor, and associated valor gear, for a fresh dinged character it would once again be worth doing them, ring or not.
What’s the first thing you think about, in terms of casual content in MMOs? Raids? World PvP?
Or, you know, dungeons?
Grumpy Elf is absolutely correct here in pointing out that dungeons in this expansion are a joke. Why would you ever run them? You can bypass the gear check for LFR with crafted gear and questing, the former of which you can craft with… wait for it… Garrisons. And that’s what is going on: Garrisons replaced Dungeons. Where do you get raid-level gear this expansion, without having to raid? From your Garrison. Where did you get raid-level gear without raiding in every other expansion thus far? Dungeons. QED.
I can even see where Blizzard might have thought they were doing casuals a favor. Casual players are most likely DPS who were stuck with 40+ minute queues to do the one activity that allowed them character progression at the level cap. LFR certainly gave them a bigger target to aim for, but that’s only once a week. Dungeons were every day. The current system is also really good for alts, as who has time for multiple 40+ minute queues, right?
Well… it was a bridge too far.
The other possibility, which is really more alarming, is simply the lack of content, period:
- No new races
- No new classes
- No new battlegrounds
- No new capital cities
- No new profession
- Remaining professions gutted
- Farahlon cut
- Tannan pushed back to 6.2
- BRF pushed back from launch
- Ashran is a complete failure
- No daily hubs
- No reputation factions to work for rewards
- Only five new leveling zones (Shadowmoon and Frostfire are basically faction specific)
The original post is too large to quote in its entirety here, but “TiredOfYourShit21″ makes an unassailable argument that WoD quite literally has less content than any other expansion ever released. And this time Blizzard doesn’t even have the moral excuse of Cataclysm, where people kinda forgot about the all the new 1-60 content when doing their calculations. For Warlords, expansion price went up, content went down. Maybe, maybe you can argue that the new character models represented a lot of “effort capital” that would have otherwise gone into the game elsewhere. But the truth is more likely that all that effort went into the Garrison instead of dungeons or anything else.
I dunno. I’m still playing for now, but it’s definitely more in the sense of completing a Bucket List than anything else.
In news both kinda expected and yet still rather shocking, WoW is down 2.9 million subscriptions from last quarter.
At a certain point, the sheer magnitude of the change makes commentary moot. You don’t lose nearly three million people because of Garrisons. Or screwing up professions. Or having easy-mode raids. Or hard raids. Or whatever. And as I mentioned when we first heard about the 10 million sub surprise, the numbers are too big to ascribe to the expected MMO Tourism/Locust Effect either. I mean, yeah, the numbers jumped to 10 million and then back down, so people went somewhere. But unless we’re willing to state three times as many wished to tour Draenor than Pandaria, it had to be a confluence of all sorts of things.
Whatever those things are, it’s clear that it isn’t enough to last a full quarter.
There is no transcript of the call as I write this, but I went ahead and listened to the whole 42 minutes of PR bullshit anyway. No real juicy tidbits were found… unless you consider Guitar Hero on your phone to be juicy. The whole WoW Token thing was mentioned only in passing, which makes sense considering any of its effects won’t appear until Q2. Oh, and I suppose there was this bit about Hearthstone (PDF):
Still doesn’t clear anything up in terms of the money part of Hearthstone’s success, but I suppose another data point is another data point.
I was reading the 6.2 PTR patch notes for WoW the other day, and I was thinking to myself “hey, these are really good changes.” Like, really good. But after thinking about them for a little bit, I realized that they were so good because the mechanics they were changing were so bad. Like, really bad. Here are two of the items I’m talking about:
- Players can no longer queue for Ashran while in a raid and are now automatically placed into a raid after entering.
- Crafting the new upgrade items requires Felblight, a new reagent that can be obtained from Fishing, Herbalism, Mining, or Skinning in Tanaan Jungle.
I zoned into Ashran one day last week, and the experience was almost awful enough for me to stop playing altogether. Honestly, Ashran is just another failed iteration in pseudo-world PvP in a long list of them, but somehow the Blizzard devs made it worse.
Look at that first patch note. What happens right now when you zone into Ashran is: nothing. You grab some of the quests and then you storm out. But because you aren’t in a raid with everyone else, that means you get no buffs, no shared kill credit, no passive gains at all. While the LFG function can be used to find groups within Ashran, the only ones available when I zoned in were either farming specific races (for achievements, etc), or had some gear requirement, or were full. Which is fine on its own, go form your specialized groups, but we’ve had auto-raids for Wintergrasp and Tol Barad and it boggles my mind that this is just now being implemented.
On the other hand, I am not entirely sure how much this would actually help entice me back to Ashran. The “combat” is a one frame-per-second shitshow of lag and AoE spam where everyone charges up the middle lane. I guess there are events off the main lane sometimes? All I know is that if you aren’t a ranged class or a DK with Deathgrip, you are a waste of space and will die instantly the moment more than one person can tab-target you out of the crowd. Retribution paladin? GTFO. Compare that to Wintergrasp or Tol Barad, where even the worst-geared, worst-class player could make a difference in the battle’s outcome.
The second patch item listed above is what really drove things home though. For those that might not know, the hitherto endgame upgrade material was Savage Blood. For the crafted items in Warlords, there are four levels of upgrades, which can bring a level 91 2H Axe from already-beyond-heroic-dungeons power to current-raid power. The only realistic way to get Savage Blood? A level 3 Barn in your Garrison. It didn’t really matter what your professions were or where you farmed or anything at all to do with anything: you needed a Barn.
Which is precisely why the change highlights the absurdity of the current system. Blizzard all but killed every gathering profession this entire expansion. Every character has access to a Mine and Herb garden no matter what their professions were, and generally these resources were enough to fuel your required daily cooldowns. Which were largely the only reason you actually needed things like ore and such, since every profession was gated behind daily cooldown items. If I were to be optimal about things, I would have dropped at least one profession from every Warlords-level toon and made them Enchanters, strictly to sell their daily material (one of the few non-BoP versions).
Iteration is one of the cornerstones of game design, I know. But I can’t help but feel like Blizzard sometimes gets away with outrageous bullshit that would bankrupt any other MMO. Completely removing profession bonuses, followed up by rendering most professions functionally useless, on top of limiting how many pieces of crafted gear can be equipped? Then, a year later, saying “lol jk, I hope you didn’t drop Mining/Herbalism on every toon”? Just imagine something like that happening in Guild Wars 2 or WildStar or whatever.
I’m glad they are fixing terrible, broken game design. But who approved this shit in the first place? You already knew what worked three expansions ago!
Having read all these changes in the pipeline, I’m in a weird place now. Not just with the above, but there are also notes in there about how the mat cost of the crafted gear is being lowered, and the mat generation being increased. I have a bunch of alts that would be more than happy getting ilevel 640 gear the moment they ding 91. So… what? Do I go ahead and craft these items for them with the mats I have now, or wait until 6.2? Obviously if I’m going to keep playing WoW between now and then, it makes sense to craft them. On the other hand, I don’t have to keep playing. It’s not like I don’t got other shit to do. I feel like I’m in that Enthusiasm Tax trap of being better off if I enjoyed playing a game less.
Then again, that’s pretty much always been the case with WoW. And yet, here we are. Again.
How the fuck do they do it?
It has been about 20 days since I’ve been mainlining WoW again, and I have yet to get a handle on economy. Not that I anticipated being some AH genius within a week or two, but I don’t even seen the contours of this beast. And I am beginning to doubt they exist.
Way back in the glory days of Wrath, there was the Saronite Shuffle. This was when you could take a stack of Saronite Ore and – through brilliant AH scheming and a stable full of max-profession alts – turn those 20 pieces of ore into damn near anything. The Shuffle was a cornerstone of my gold gains through Wrath, Cataclysm, and even when I came back to Mists.
In looking back at posts like this, I damn near had to wipe a tear for the nostalgia:
Right now, for example, I buy Ghost Iron Ore at 4g apiece (and below). This ore ends up being:
- Smelted into Ghost Iron Bars –> Transmuted into Trillium Bars –> Transmuted into Living Steel
- Prospected –> Rare gems cut for >60g minimum
- Prospected –> Uncommon gems turned into necks/rings –> Rare necks/rings procs sold for 300g, uncommon necks/rings Disenchanted for Dust
- Disenchanted Dust –> Enchanting scrolls and/or sold for mats
Near as I can tell, the Shuffle is dead in Warlords. At least, if it once existed, prices have warped so much since then as to make it unprofitable.
What’s worse, Blizzard made a number of changes in Warlords that, in retrospect, were probably rooted in heading off PR problems with the eventual WoW Token rollout. For example, players are limited to wearing three (3) crafted pieces of Warlords gear. You know, despite there being enough patterns to completely outfit someone. Why do that? So that someone couldn’t drop $400 in WoW Tokens and be decked out in ilevel 675+ gear at level 91. Unfortunately, that makes the likelihood of someone buying your crafted bracers or whatever pretty remote, unless said person already has better gear in other slots. The sanest path would be to upgrade the most impactful slots such as weapons and the like.
Compounding this issue is the way Blizzard is handling professions in general this expansion. Profession bonuses are gone, which is… understandable in a way. When raiders are willing to spend hours farming mats for a +20 stat boost, having professions grant many orders of magnitude better buffs forced people to make unfortunate decisions in which professions to pick. This also meant opening up profession-specific toys to the general public as well, a direct nerf to Engineering. Then the Stat Squish (and a desire to have raid drops be useful immediately) turned gem slots into extra-rare occurrences, a direct nerf to Jewelcrafting. I don’t even want to get into the problem with opening profession buildings up in Garrisons did to everything else.
The bottom line is I have no idea what’s going on in the WoW economy anymore. I was looking to see if there was a point in doing my Alchemy daily cooldown on Azuriel, and saw this today:
Let me save you the math: the higher-level Strength flask sells not only less than the mats (18g vs 33g), it’s selling for less than the lower-level flask. I had already long-since dropped my Alchemy Shack for a Salvage Yard, but this is making me want to drop Alchemy altogether. Remember those Alchemy bonuses that have been in-game since Burning Crusade? Don’t work for Draenor goods. This is just a class-A market failure. Why is the Alchemy cooldown item tradable whereas nearly all the others are BoP? Because fuck you, that’s why.
Near as I can tell, we are living in the age of The Drop Economy. In other words, you don’t make gold from crafting or shuffling, you make gold from farming drops and selling that to people who don’t want to farm. I have little doubt there are some arbitrage opportunities – the Garrison AH robot parts seem to be going for insane prices considering you can just AH on an alt – but most gold seems generated from one’s Garrison. Which… isn’t unworkable, it’s just unfathomably less interesting to me.
The Shuffle was engaging. It rewarded outside game research, learning in-game mechanics, leveling multiple profession toons, and kept the gears of the economy moving. What we have now? Farming raids and vendoring all the things? I would almost rather farm ore. If, you know, there was actually any gold in doing that. And to an extent, the problem no longer exists under the WoW Token paradigm. Spending $20 on 23,000g is a bad deal IMO. At the same time, I’d prefer not spending hours soloing old raids each week.
I have made around 15,000g so far this expansion. Want to know how? Selling Living Steel and Arcanite Bars. I shit you not. And I will continue doing so until I run out of old-world supplies, grow bored with the current AH nonsense, and “unsubscribe.” I love what Blizzard has done with the Garrison generally, but everything outside of it? I’m missing goddamn Cataclysm over here.
If I have missed anything big out of the above picture, let me know. Otherwise this is just depressing.
So… I may have more or less played WoW constantly this past
While I’m sure that I will, like everyone else, grow bored with the feature eventually, I want it on the record (a year late) that what Blizzard did with the Garrison is just shy of amazing. For players like me, anyway.
See, I had every intention of abandoning my Paladin and making my (sigh) level 89 Rogue my new main. Before doing so though, I wanted to get my Garrison decently situated with a few level 2 buildings and Followers manning the profession stations. Which means I needed to do a few Outpost quest chains. And hey, may as well do the other Outpost quest chains so that I can save 750g-1000g on the blueprints. Oh look, I can get some more Followers pretty easily by just going here and doing one or two more quests.
Azuriel is now 25% into level 99.
Granted, all my characters are now in full heirloom gear that scales to level 100, minus the weapon because fuck that 5000g price tag. I even have the Dread Pirate Ring from back in the day, so the full percentage is +50% XP. In fact, I pretty much out-level a zone the minute I finish the Outpost quests. I could probably be a bit more concerned about that than I am, considering that as a non-raider, non-dungeon runner, questing is likely to be the only real content for me (outside BGs). But in a sense, Dragon Age: Inquisition broke the final thread tying filler quests with zero plot development and whatever fucks I had left to give. It’s not that I find killing X mobs tedious, I find killing X mobs for no reason tedious. I need some kind of narrative here.
Killing X mobs for a Follower, on the other hand…
My current plan of action is to go ahead and hit 100 on Azuriel, then get level 2 plans for my DK and Warrior (both of whom are 92) so that I get Inscription, Blacksmithing, and Enchanting professions going. As for my new Rogue “main” I’ll get around to her eventually. And by “eventually,” I mean those 5-10 minutes in-between Follower missions being completed across 3+ characters.
The irony is not lost on me that nearly four years ago I quit WoW the first time because of games like Tiny Tower, and now I’m back because it more closely resembles all those time management games. Time truly is a flat circle.