Aside from sidescrollers and Fallout 76, another game I have been spending my time with lately has been Guild Wars 2 (again). Each time I come back to this game, I am utterly amazed at how unrewarding it is, at almost every level.
One of the much-touted features of GW2 is its horizontal gear progression. There have been two expansions released, but no level cap increase, and the most powerful gear has not really changed. Technically, there have been new sub-classes added and the optimal gear for them drops only in the that expansion content, but for the most part, you can be done with gearing permanently rather easily.
This makes for some extremely odd reward mechanisms.
Basically, GW2 showers you in random bags of useless loot at every stage of any activity. We’re talking Diablo-levels volume of drops, every one of which is utterly useless to anyone anywhere. Seriously, I doubt there is a single level 80 person out there that has ever picked up something off the ground and equipped it. Much like with Diablo 3, it’s much easier to simply hit up the AH once you get that final ding and just buy a full suit of Exotics with some of the free daily gold.
Ascended is the next (and final) gear tier above Exotics, and most of them come from longer-term grinding. The Living World Season 3 “episodes” are the go-to place to grind these items, and usually takes 100-125 currency to purchase something. While you can sometimes get 10-20 depending on luck/group events, the casual player can expect maybe 5 currency a day. Aside from Winterberries, which is what everyone should be farming, as it’s the only currency you can farm on multiple alts and funnel to a main.
I am not opposed to the slow accretion of currency to purchase things. Slowly gaining something gives you a sense of purpose, and having a defined target helps you plan your activity. You may not get stronger today, but you are one step closer to getting stronger tomorrow – and thus the time you spent playing was meaningful. It’s possible to get discouraged if the goalposts are too far out, but it otherwise works well as a system.
In contrast, the random loot GW2 hands out feels wildly out of place. Pointless to sell on the AH – the price is generally set to vendor +1c – the main thing you do is salvage it for materials and Luck… which increases your Magic Find stat… which results in more gear flooding into your bags. Now, sure, there is always a 0.00001% chance you get some amazing drop or whatever that might be worth something. But you can’t play around that. In fact, the odds are so low that I cannot even imagine a gambling addict being satisfied.
I don’t know. Is there anyone out there (other than Bhagpuss) that plays GW2 and enjoys opening dozens and dozens of little bags of loot and immediately scrapping them all? At this point, the only reasoning that makes sense to me is that ArenaNet does this specifically to drive real-money sales of extra bag/bank slots. I have seriously never seen such dedication to vendor junk.
Played an unhealthy amount of the Fallout 76 Beta this weekend. I’m now convinced of a few things.
First, PvP and griefing will largely be irrelevant. Some people may have claimed the same thing before the beta even went live, but having now experienced the game for myself? Yeah, it’ll be no biggie. My one “PvP” experience was inside the Morgantown Airport “public instance,” one of the locations the game funnels you into for story purposes. While trying to access the computer, some guy with a shotgun was shooting me at point-blank range (for like 1 damage). As I looked at him, I saw what presumably was his buddy nearby, naked and holding an axe. At first, I misinterpreted the red “50” over his head as being his level (it was actually the Caps reward for killing him), so I decided to walk calmly to the exit and left the area. They did not follow me outside the instance. I came back later and completed the quest.
Now, yes, their shenanigans caused my behavior to change. It’s also possible to find yourself in the middle of a fight with actual enemies, which would prevent you from Fast Traveling away to wherever. It’s also technically possible for dedicated griefers to Fast Travel to wherever you Fast Traveled to… unless it’s your own CAMP, in which case your Turrets would do your dirty work.
But the real reason none of that matters? Because you get a random server every time you log in. You will not see the same people ever again.
Incidentally, random servers is also the real issue with Fallout 76.
At first, the idea seems liberating. There will not be any “alpha tribes” in Fallout 76 who systematically take over everything. There will not be any sort of administrative busywork in finding servers with the lowest ping or whatever. There is no concern about picking the wrong server, or being left on a dead one, or being on one that is overstuffed. People will pop in, people will pop out, and life will go on.
The impermanence cuts both ways though.
One of the big features in Fallout 76 are public Workshops. These are locations that you can capture and claim for your own, and have to periodically defend from waves of enemies. In exchange, you can use Workshop materials to craft basically a 2nd (or 3rd, etc) CAMP to your liking, including being able to Fast Travel back to it for free. Build walls, traps, turrets, crafting stations, and so on. Most importantly, you can craft Resource extractors on specific nodes in the Workshop area, and these extractors will produce 25 whatevers per hour. This is really good if you’re looking for a specific resource, of course – concrete, gold scrap, acid, titanium, to name a few that I’ve seen.
But guess what: the moment you log off, for any reason, for any length of time… poof. You’re on a different server the moment you log back in. I have heard it claimed that your Workshop setup will remain for the next person to have to clear, but you personally will never see that specific Workshop again. Now, you could certainly head back to that same Workshop on a new server and set everything back up. But… why? Even if you blueprint your setup such that you don’t have to fiddle with placing all the turrets over again, the impermanence makes such a task a bizarre sort of daily chore.
Speaking of dailies, there are Daily Quests in Fallout 76 as well. Unless it’s weird beta behavior, these are reset every time you log into a different server too.
Speaking of logging into different servers, a lot of items exist out in the world for you to pick up. For example, there are many known locations for Power Armor that are just laying around. You can’t really equip the Power Armor until level 40, but you can certainly scrap it or sell it to a vendor. And guess what… another copy of that Power Armor is going to exist on a different server in the same place, unless someone just happened to have picked it up before you got there.
As you can see, the real issue with Fallout 76 is its random server situation. It’s not just the potential exploits of farming the same location across multiple servers. It’s the fact that random servers also removes Workshops as being worthwhile to own over time in any capacity. And later down the road? What happens if you spend day/weeks finding all the nuclear codes, launch a missile to create a high-level nuclear zone, and then… disconnect. Oops. Is this why Bethesda was stating the nuke thing is a team effort? So that if you disconnect, you can (presumably) get back to a specific server by joining a friend who is still there?
Ultimately, these are solvable problems. Somewhat. Todd Howard states that eventually there will be private servers such that you can control who or who is not allowed to play with you. This permanence will make taking over Workshops mean something, even if it’s a bit OP in the equivalent of single-player… although waves of enemies do attack the location periodically. This will not stop the ability of people to server hop to farm resources, and I’m not sure how Bethesda will solve that issue. Maybe they won’t. Maybe a baseline level of exploitation is acceptable – people have been crouch-sneaking into a corner for hours in their games for a long time now.
Other than that teeny, tiny systemic issue that impacts every corner of the game’s design? Fallout 76 is great. I want to be playing the game some more right now. And I guess in a week I’ll be able to.
Novelty is a finite resource. The best we can hope for in a game is that it ends before the novelty wears off. Too soon and the game feels like it missed its full potential (which it literal did). Too late, and well… we feel relief when the credits finally roll. Assuming we can bring ourselves to crawl across the finish line at all.
As mentioned previously, I have been playing Hollow Knight. It’s a decently fun game (with some reservations) with amazing music and visuals. It also has an almost tangible sense of novelty that you can feel slipping by, as sand through your fingers. Unfortunately, the last third of the game is the “gritty fingers” part of the experience.
Metroidvanias have a delicate balancing act. The hallmarks of the genre are exploration, boss fights, character progression, and backtracking. Specifically, you explore new areas, fight new bosses, unlock new powers and/or movement abilities, and then go back to previously unreachable areas to unlock new zones. Repeat until done.
The problem is when either the new zone or new power steps become exhausted and the game just continues on. This is what happens in the Hollow Knight. The base game “ended” around hour 15 but it took an additional 10 hours to finish.
Now, technically I unlocked the ability to fight the end boss and achieve an ending before the map and/or powers were totally completed. The issue is that this would have been a Bad Ending, and who the hell wants that? So I continued on, capping my movement abilities, and essentially farming harder versions of bosses I already fought for a currency to unlock the Real Ending(s). And there were technically new areas to explore too… but they weren’t the same.
A lot of games work this way, but the latter half of Hollow Knight basically transforms from what it originally was… into Super Meat Boy/Dark Souls. The White Palace area straight-up abandons any pretext of grounded world-building and populates halls with floating buzzsaws and thrusting spears. I was fine with the platforming aspects earlier in the game, because the thorns and spikes made in-universe sense. But what lumber were these subterranean bugs cutting in the stone palace, exactly?
Why are we going to such extremes to begin with? Bosses and puzzles getting harder over time is Game Design 101. But at a certain point, an ever-higher ceiling turns your living room into an auditorium into a cathedral. The entire purpose of the room changes. In an MMO, the transition is necessary as you move from the solitary leveling game into a daily/weekly set of multiplayer chores in order to keep players subscribed. Single-player games have no such need. It’s certainly disappointing when the final boss is weaker than a prior boss – be it due to greater player skill or character power – but I’m not sure erring on the side of absurdity is much better.
I did end up defeating the “true boss” in the base game a few days ago. It was an incredibly frustrating experience, because each time you fail, you have to defeat the “fake boss” all over again just to get another shot. Rather than satisfaction at finally completing a difficult task, all I felt was relief that my toil was finally over.
Those who enjoy the Super Meat Boy/Dark Souls experience will likely be happy with endgame content, and happier still with all the extended DLC that supposedly ups the ante even further. Anyone else who fell in love with Hollow Knight’s first 15 hours of gameplay, on the other hand, can presumably go fuck themselves.
There is an Asmongold video out that has received at least 27 Reddit gold after it was posted:
(All the good stuff is within the first six minutes)
Among the criticisms he makes regarding Battle for Azeroth, one that resonated a bit with me was the distinction between Fulfillment and Excitement. Essentially, Blizzard used to give you a 8% chance to get a specific piece of gear that was your Best-in-Slot piece. It might take a long time to get it, but once you finally got it, it was an event. You were complete. Done.
When Titanforging was introduced though, suddenly BiS gear was rendered largely impossible. You might receive your “BiS” piece, but if it didn’t proc with an extra gem socket and/or numerous bonus stats, it wasn’t actually BiS. Moreover, it was entirely possible that someone just dicking around in Warfronts could luck into a piece of gear that surpassed something that dropped from Mythic Uldir.
Asmongold’s point is that while you can feel excitement over a drop that suddenly Titanforges up to insane levels… that excitement is short lived. It’s the pull of a slot machine. That’s fundamentally different than working towards an end goal, even if said end also requires some RNG along the way.
When Titanforging was first introduced, I was impressed. It seemed like a clever solution to the problem of completing content that was no longer rewarding in any way. I distinctly remember my tanking days back in Wrath, and how I was asked to clear dungeons with guildies despite the fact that I could get nothing from it (once I capped out with Justice Points). With this new wrinkle, there was always a chance I could get an upgrade from any content I completed.
What I did not realize at the time was how destructive that notion really is. You are never “done.” And not just in a “there will always be another content patch with better loot” kind of way, but in a more literal “never experience satisfaction in current content” way.
As Asmongold points out though, Titanforging by itself is not what is killing the BfA experience. Indeed, the concept of Titanforging has been around for several expansions now, and nobody seemed to have been complaining about it until now (or at least to this degree). The real problem is that BfA is so mechanically weak on so many fronts, that the fundamental issue with Titanforging is poisoning the experience more than usual.
I’m sure Blizzard has the stats on the number of people who just stop playing the game after they achieve BiS, and found the numbers problematic. Certainly in my case, once I finally got the two piece of transmog gear I had been farming, I found myself at a loss of what else to do. This could explain why they are trying to get everyone back to collecting a bunch of full suits of extra gear. With the deprecation of the concept of BiS though, I don’t think these extra suits are going to satisfy players for as long as it may have before.
What is the solution? We already had it for years: vendors. Bring back Justice/Valor Points. Everyone rightly complained in Legion about the Legendary system and how RNG could lead you to a situation in which your spec was basically broken the whole expansion… up until they introduced the Legendary vendor in 7.3.5. The initial rollout was still a bit lame RNG until they allowed you to straight-up pick the ones you want, but it was there eventually. Collect “Wakening Essence” from a variety of sources (WQ, missions, ect) at your own pace, and know the end result.
Titanforging is dumb. If it’s some kind of design imperative to have raiders running WQs or dungeons all the time, fine, make it Justice Points. Except this time, put in consumables, gear you can buy for alts, and other nonsense to give everyone potential reasons to collect it all day.
Give us back some goddamn agency for once.
As evidenced by the latest Q&A – and the Reddit response threads – Azerite Armor is still a big issue within the WoW community. I would say “contentious issue,” but I’m pretty sure it’s only Ion and Rohan who like it.
That said, it finally struck me why I hate the system, and why Blizzard doesn’t care: Blizzard is trying to regress gearing back to the TBC days. In a recent LiveStream interview, Ion says:
(paraphrase) If you look at how most items work, if you want to play another spec, you want another item for that slot.
Ion goes on to say that Azerite gear is more flexible than that, in that you can technically respec (for a price!) the traits if you change roles. Which is fine… if not for the fact that Legion just had tier gear that automatically changed to match your spec. And the expansion before that (WoD) introduced dynamic primary stats, such that a Retribution paladin switching to Holy will see most his Strength gear turn into Intelligence. It felt like we were progressing to a point at which we simply had one major set of gear and were done.
I feel like players’ confusion and anger as to this sudden design reversal is justified.
Now, all this is probably a bit unfair to Blizzard. Weapons and trinkets were largely spec-specific even in Legion days, to say nothing about how Legendaries forced you to commit to specs to a ridiculous degree. On top of that, everyone knew that even if primary stats swapped around, different specs valued secondary stats differently, even after the super-specific ones like Dodge (etc) were removed. If you were a paladin tank and switched to Retribution, you knew that your tank gear would deal less DPS than something focused on the stats that Retribution favored (without even getting into Artifact Power differences).
And yet… Azerite still feels bad. Because its a regression back to a time that was inherently more frustrating for people with multiple specs. A split baby option of reforging doesn’t make anything better, nor the opportunity to split another baby by choosing generic Azerite traits (actual suggestion from Ion) rather than spec-specific ones in an effort to save gold. And Blizzard’s big “solution” to fix things in 8.1? They’re adding another ring with only spec-specific traits. Which means the power delta between each piece of Azerite gear is actively getting worse for your other spec(s).
This sort of thing is not an accident. Ion wants the game to return to the point at which players need a full set of different gear for each spec. That used to be okay. Hell, it used to be you needed a PvP set of gear on top of everything else you needed for PvE. But it is a regression from what we had before.
That’s the problem with Azerite.
The concerns people have about not being able to get 370+ Azerite pieces from content? Not actually an issue from the old design rubric – you only had 1-2 shots at a piece of tier gear from a raid boss each week anyway (the glory days of Justice/Valor Point vendors notwithstanding). Traits needing to be simmed, or some being wildly more powerful than others? There were many times in expansions past where two different two-set tier bonuses were better than the four-set tier bonus. Traits being boring? Again, welcome to many tier sets in WoW’s past.
On a final note though, I do believe that Azerite Armor will likely go down as one of the worst experiments in WoW history. Leveraging it as a means to regress gearing philosophy is one thing. But I also blame it for the fact that we got no new skills or abilities or talents to look forward to in this expansion. Why add a new talent row or button to push when you can just slap a random assortment of buffs on a piece of gear that will naturally cycle itself out come next expansion? In a single design, they seemed to have “solved” ability creep, added a substitute to Legendary items, and gave everyone a grind outlet via AP.
All they had to give up was… fun.
The expansion honeymoon phase is over for the WoW playerbase, and the rabble is’a rousing. To which I say, “about goddamn time.” The latest fuel on the fire? Ion Hazzikostas himself went into a Reddit AMA and basically said shit is broken on purpose. Which then led to this amusing exchange:
In case something happens to the picture, the specific line from Ion was:
We’re crafting systems with an eye towards the grand scheme of the game as it unfolds over the course of many months […]
While it might not have quite the meme potential of EA’s “sense of pride and accomplishment” disaster, it remains one of those insidious bits of accidental truth that rusts out the suspension of disbelief. And lest you extend any sort of doubting benefits to Ion, just read his response to a question about the sad state of Resto Shaman thus far:
We knew Restoration were coming up on the low end in the initial weeks of BfA, and applied some measured buffs to their AoE healing in particular, but we expected the value of their Mastery to rise significantly once higher-end raiding and M+ became more of a competitive focus, and we wanted to make sure not to overbuff them.
In other words, the design team knew that the spec was weak at launch, but felt like gear would fix the problem later, so they decided to do nothing. Did they end up buffing Shaman? Yes… “measurely,” with trepidation. But why wait for a hotfix if you already knew the interim was going to be bad? And more importantly: why make your players wait for the game to fix itself?
Look, I understand the delicate balance the devs are trying to make here. If Blizzard made Resto Shaman competitive in PvE from the beginning, they would have to nerf them in the future to ensure that the Mastery scaling (or whatever) didn’t make them clearly better than any of the other healers. Nerfing always feels bad. But do you know what else feels bad? Being gimped on purpose because there’s some master plan in which you become adequate later.
This perverse philosophy really explains everything that we have been seeing in Battle for Azeroth thus far. The wonky Warfront timing, for example, will “fix itself” later on when there are 3-4 of them running consecutively. Some Professions not having any use for some dungeon/raid crafting materials, is another exa…
This is something we’ve been discussing a bunch. On the one hand, we’d like to add a way to get at least Hydrocores through doing non-Mythic dungeons, so that the professions that DO have a use for them don’t feel like they hit a brick wall in their crafting if they only do matchmade content.
On the other hand, it’s awkward to be swimming in Sanguicells with no use for them as an Alchemist or Enchanter. I don’t have a specific fix to announce right now, but we’re discussing plans to address that problem. (source)
Just kidding, none of the devs put any thought into Professions at all.
Or maybe they did, and they are just waiting to introduce the Expulsom Trader, ala the Blood of Sargeras Trader, into patch 8.1. That would certainly maintain the consistency of “reuse every aspect of the game’s design” method, which more and more seems like it’s done out fear of fucking up the formula than intentional design. But again, why wait? You know the solution, so just do it. Or be bold and make Expulsom/Sanguicell Bound-on-Account.
This entire fiasco reminds me of the advice I gave new bloggers six years ago: don’t “save” your best stuff. In the most charitable, optimistic scenario Blizzard is planning for the final months of the expansion to be fantastic. By then, everyone will have the appropriate Azerite Levels to use the outer rings of any gear drops right away, and there will be hundreds of new Azerite traits, and so on. It even jives with the way Blizzard has handled PvP gear looks for a long time – the first tier looks pretty generic, but by the end you are a proper badass.
The problem is… why should someone play during the broken part? I already used a WoW Token a few days ago, so I feel kinda stuck already, but if I had read this AMA before renewing, then I wouldn’t have. Everything that people praise about the expansion – the music, the questing, the general environment – is still going to be there after 8.1, or six months later, or whenever. I’m not suggesting that you go full Gevlon and essentially wait for the next expansion – which at this point, may end up having the same exact issues again – but waiting for 8.1 or 8.2 seems pretty ideal.
If you ever wondered what the deal was with people complaining about Destiny versus Destiny 2, this was precisely it. Or the Complete Edition of Civilization 5 versus Civilization 6 without expansions. Designers make mistakes, and that is okay. It means they are trying something new. What is not okay are designers who make mistakes, fix those mistakes, and then come out with a new product with the old mistakes baked in so they can sell you the solution all over again.
Holy shit is Battlefield V some hot garbage.
The open beta just came out, so you can go play it for yourself. It’s roughly a 12GB download, and I regretted it almost immediately.
You will note that I am not saying that the one specific map is hot garbage, even though it is. No, I am talking about the entire Battlefield experience. We have known from previews and the like that DICE was radically changing the mechanics, but it wasn’t until I actually sat down and played it that I realized how terrible they all were.
Ammo is severely limited. You have two, maybe three clips of ammo. See some figures running around in the distance? Shoot at them for a few seconds, reload, and… oh, hey, you have 30 bullets left. This change was supposed to make the Support class more useful, I think, but the reality is that no one is Support because you die instantly and can’t shoot anyone as Support.
Oh, and by the way, as Support you have infinite respawning ammo pouches to give other people, but you cannot resupply yourself. I ran around for five solid minutes with 15 bullets left in my mag, throwing ammo pouches left and right. I could only toss them when aiming directly at teammates – no throwing them at your feet and getting ammo yourself. I suppose they assume there will be two Support classes resupplying each other? This may or may not be alleviated once you unlock the actual Ammo Crate, but I have no idea.
Health is severely limited. While you start with 100 HP, there are breakpoints at which you cannot auto-heal past. In other words, if you get shot down to 10 HP, you will automatically regain HP up to like 65 HP or whatever. To heal yourself further than that, you need a Medic. In isolation, this is a change I’m kinda in favor of. It’s frustrating getting a few good shots into a target, only to have them hide and come back out at full health. But it’s a problem when…
Time-to-Kill is 0.00000001. Okay, that’s a bit exaggerated, but for the most part you will be dead before you realize that you are getting shot. In the case that you aren’t immediately killed from random gunfire, hiding will cause you to only heal up to 1/3 or half health, beyond which you will be instantly killed by any sniper tagging you in the foot.
All of the above combines into a bitter, shit stew of disappointment.
Spawn in somewhere. Run around, get shot a few times, now you’re at 10 HP. You heal up as best you can, but now you’ll be one-shot by any sniper in the area. Or maybe you kill a dude before getting shot yourself. You’re in a good position on the field, but… you only have 20 bullets left. Well, you may as well charge into the building and hope for the best, right? Kill a dude, go down yourself, then miraculously get revived by a medic. Except now you just have your pistol, and you get killed by the enemy as they retake the site.
I’m not entirely sure what I expected. Probably not a worse Battlefield 1, that’s for sure. But it’s hard to fully grasp how terrible this series has become, and for what possible reason. In Battlefield 2, Battlefield 3, and Battlefield 4, the game was about 64-player matches in which you did crazy-cool things with tanks and planes flying everywhere, dropping out of helicopters, and so on and so forth. Then DICE put out Hardline and it flopped. Then came Battlefield 1, which didn’t flop, but was oppressive as shit, and not at all fun to play. Now we have an even-worse set of gameplay systems, and less vehicles to boot.
It’s not hard, people. Just let us have fun shooting things. If I wanted an oppressive battlefield environment in which I had no individual agency, had to rely on teammates that failed to deliver, and was barred from doing any cool things, then… I would just go back to work. Like I do every day.
Luckily, DICE can fix these things. There’s still time to just give everyone two additional magazines, let Supports and Medics supply themselves, and bring up the TTK numbers. Now, whether DICE actually does so before launch or only after BFV sales flop, that’s up to them.
Until said changes are made though, I’m sitting this Battlefield out.
Very clever, Blizzard. Very clever.
I had a post all queued up to go on a rant about how terrible professions have been designed this expansion. I still feel that way, actually, so let me just say it: professions in Battle for Azeroth are a lazy copy & paste job from Legion, including all of the mistakes. Well, most of them: at least alts aren’t as punished by needing mythic dungeons or whatever for Rank 2.
One of the principle sources of my ire however, were all the useless crafts and crafting materials.
Remember Unbroken Tooth in Legion? Well, the functional equivalent of that is Calcified Bone in BfA, which is selling for an average of 6 copper on my server. It’s supposed to be a higher-tier material, but all it does is displace the actually-useful Blood-Stained Bone material in Skinning – which will be relevant all expansion due to people crafting and scrapping leather wrists for Expulsom. So why have Calcified Bone at all? Why not split Blood-Stained Bone off and make Calcified Bone the crafting material needed for mail gear or whatever?
There’s not a good reason other than the lazy interns tasked with designing professions. But they’re going to get away with it because of Warfronts.
Basically, Warfronts are going to be item sinks for the entire expansion. The Horde have the turn-ins this week, and they include things like Great Sea Catfish and Straddling Viridium. Before this week, Great Sea Catfish was absolute garbage. Not only did you catch it in fresh water (huh?), you could only cook it into non-buff food. It’s greatest claim to fame was setting the floor price for Aromatic Fish Oil. Now you need 60 of them to get 500 Azerite Power and some reputation.
Meanwhile, while the 3% movement speed gems were nice in the first three days of the new expansion, I had bought several for below vendor price in the past few weeks. Now? There was about ~6 hours in which they were selling for 400g apiece. It says a lot about the game that people were willing to pay nearly 6000g to get 500 AP, but whatever, I just supply the things.
Guild Wars 2 has a similar “solution” for its own terrible loot system, in that the Mystic Forge lets you throw 4 (stacks of) items into a hole, and sometimes get a goodie out the other side. It kinda makes up for the fact that you accumulate an astronomical amount of debris in your inventory, and Warfronts provide a similar sink.
It’s all a bandaid, of course. The fundamental issue is that Blizzard regrets the existence of professions, and doesn’t know what to do with them. Should they be the source of the best gear in the game? “No, that should be raids.” Should they give better gear than WQs? “Also no, we need people out in the world.” Should they give gear that invalidates dungeon gear? “No, unless it requires dungeon drop materials, in which case we’ll allow it.” Should crafted gear be a catch-up mechanism? “Sure, that sounds fine.” You do realize that as soon as you put on crafted gear, then WQs will start immediately offering upgrades, right? “Working as intended.”
But, whatever. Warfronts are a thing now, and I just made 60,000g in a single day because of them. Mostly from Coarse Leather Barding and Prospecting Platinum Ore for gems. Next week should be much the same, up until people stop caring about maxing out AP. Which, given how the anti-alts philosophy Blizzard had in Legion has dropped, might not be for a while.
I completed my first dungeon in Battle for Azeroth, which was Waycrest Manor.
The first boss was the Queue. The average time to get in was 8 minutes as DPS, and I waited 45 minutes. While I waited, I fished out in the Horde area, as a level 112 Demon Hunter. The only reason I was doing a dungeon at all is because Anchor Weed Rank 2 required running said dungeon. With Anchor Weed currently selling for 550g apiece, it felt worth doing. The fish being 50g-100g apiece was bonus.
Forty-five minutes is a long time though.
Once inside, I was immediately reminded of that one dungeon in GW2, which was also inside a mansion. I was going to look it up just now, but does anyone care what it’s actually called, even if they play GW2? The bottom line is that Waycrest Manor reminded me of that other one because they are both terribly designed. You can’t have an MMO with a floating camera and then do a bunch of interior houses. It’s dumb, players can’t see shit, and you fight the camera more than the mobs.
The dungeon run was successful, but that was either because our healer was god-like or the tuning was low, even by LFD standards. More than once, I accidentally pulled extra groups of mobs trying to utilize Fel Rush, especially since my Azerite Powers boosted it. This included accidentally pulling one of the bosses (Raal). Somehow we muddled through it all – probably because the healer was a Monk – and I got my Anchor Weed book and we defeated the final boss.
My druid is another herbalist, and I’m debating whether or not to try and knock out the quest sooner or later. Respeccing as a tank would certainly help with queue times, but I’m a bit leery of the dungeon in general. And, you know, getting back on the saddle in terms of tanking.
Or I could just farm leather/herb for another 45 minutes while sitting in the queue and not worry about respeccing at all, trying to change Azerite Powers, etc etc. Hmm. Tough choice.
C.T. Murphy recently wrote:
Leveling, as in playing the game, is still a lot of fun in World of Warcraft. Leveling, as in playing a roleplaying game where you expect your character to advance and evolve, has never been worse.
When you level up in Battle for Azeroth, you get nothing. No talents, abilities, or anything of any kind of merit whatsoever. Everything scales now too so there isn’t even a sense of “being able to go places I previously couldn’t”. Outside of padding, I don’t understand why they added more levels in the first place.
This is 100% accurate with my own WoW experience currently.
We are approaching three weeks since the expansion launched. I was on vacation for a week in the middle there, but the fact remains that my first toon hit level 113 on Thursday. It’s not that the leveling is slower, it’s that there isn’t any point to it. WoW fully embraced the TES: Oblivion conceit of punishing players for leveling up. At least, that’s how I feel about it right now.
Seriously though, think about it. Everyone talks about how the stories and quest-lines in BfA are excellent. Okay… are any of them gated by level? I don’t think so. Maybe the War Campaign? In which case it might actually be better to turn off XP at level 111 and just complete all your questing with your uber Legion gear (including Legendaries) and breeze through the mobs. You get nothing but weaker during the leveling process. That’s literally insane game design.
Of course, once you finish all the story bits, the actual endgame is still gated at level 120. And it would certainly suck if you ever changed your mind and had to gain 9 levels with zero questing opportunities. But the mere fact that this almost sounds plausible is blowing my mind.
As it stands, my primary purpose in logging in is checking the AH, and doing some light farming based on the prices of the day. The questing is fine, but it’s literally worse than doing quests at max level, considering how your character gets weaker each time they level up. So, I would rather run around hitting resource nodes and fill up my gold bar than my XP bar.
At least the former will make my gaming experience feel better.