I restarted once or twice since my initial post, but now the colony of Pine View is well on its way to getting off this blasted rock. Or die trying. Maybe the latter.
It’s entirely possible that I am ruining RimWorld for myself in the process, however. I ended up choosing a lower difficulty, and have the ability to reload my Save files. My thought process is that enough of the game systems are obtuse and opaque to a ridiculous degree, so I wanted the ability to take them for a test drive. Trying something and failing though, is often the heart and soul of the repeatability of rougelikes (of which RimWorld is one… sorta). Making it all the way to researching a space ship and reloading my first encounter with death bots – who behave very strangely compared to all the other enemies – will make it significantly easier to plan around in future games.
Having said that, the game is seriously addicting in a Civ-esque “one more turn” kind of way. Usually, I leave the game speed on maximum, as what I want to accomplish takes place over several days. Crops take time to grow and harvest, research is usually slow, and wounds take time to heal.
One thing that I have quickly become inured to is the game’s meme aspect. In other words, I no longer have any idea how interesting a given story can even be anymore.
For example, a common occurrence is having your base attacked by raiders. After the battle, you will very quickly have a dead body problem. If you leave a dead body out, your colonists will get a morale penalty each time they look at it. So, one solution is dig a grave and dump the body inside.
Another solution is to butcher the body into piles of meat and human leather. Aside from cannibals, no one likes human meat, but you can create Kibble for your creatures out of it – much better to use that instead of animal meat, since the latter can be used to create better regular meals. Meanwhile, human leather can be fashioned into clothing and cowboy hats, and is apparently very fashionable.
There are downsides, of course. The entire colony gets a morale debuff that lasts several days when a human body is butchered, and the actual butcher gets another debuff on top of that. In these situations, it’s helpful to have a Psychopath butcher, as they tend to be immune to these sort of penalties. Alternatively, you can simply increase the leisure hours of your colonists, and likely mitigate that sort of thing. Recreational drug use helps too.
Oh, and when you capture raiders alive, you can convert them into joining your colony. Or you can harvest their organs for later use and/or cash. And then turn their bodies into hats.
At some point though, the ridiculousness becomes rote. Sure, part of this is likely because of the difficulty level I chose, and the possibility of save scumming. But even in a complex emergent system, how many truly compelling narratives occur? It’s amusing the first time a colonist dies while trying to tame an Alpaca, but thereafter does angering a turkey hold the same amount of charm? It’s hard to tell anymore. And there can only be so many human hat stories.
In any case, I’m going to start over soon on a higher difficulty and see what happens. I will also try and investigate a few mods too, because there are some elements of the base game that are unfathomably dumb. The Research tab having zero useful information, for example, or the fact that I cannot mass-select my animals and designate them to a different Allowed Zone. There are workarounds the latter issue, as for many others, but it still feels kinda dumb.
After becoming a bit impatient with Oxygen Not Included, I decided to buck my principles and buy the never-on-sale RimWorld. Technically though, I did get a discount through the Humble Store (10% off), so that’s the way I’d recommend going.
If you have not heard of it before, RimWorld is a sort of colony-management game in the vein of Dwarf Fortress, with the visuals of Prison Architect. In the default scenario, you pick three survivors of a starship crash, and shepherd them through the trials and tribulations of life on a titular RimWorld. There is technically an end-goal of researching technology/production far enough to send at least one person back into space, but it’s a bit more of a sandbox than that.
Much like with Oxygen Not Included, your colonists are basically controlled via a granular priority system, augmented by their own mood and predilections. You can request that trees are cut down and the wood used to build a new room, for example, but it’s possible your colonists will start playing horseshoes or lay down on your solar panels to gaze at the clouds.
They can and will also do things like plop down a stack of turkey leather right in the doorway to your freezer, letting out all the cold air and potentially ruining your entire meat supply. There’s no real way to force a person to do one particular thing (aside from Drafting them for combat) – the best you can do is prioritize one thing to the maximum level, disable everything else, and hope for the best.
If the above examples seem silly… that’s kind of the point. Each colonist has an entire background narrative, with expanding needs and desires that influence their actions at any given point. Romances will form between two people, then a break-up, and suddenly one or both might experience a mild (or major) psychotic break due to the mood penalty said break-up causes.
Well, that social interaction plus seeing the colony pet terrier get killed by a Cobra, the fact that their bedroom is too small, and a number of other interactions over the last few days. Butchering the dead dog for its meat and then turning the leather into a hat probably also didn’t help things.
The emergent narrative formed by these random, interacting systems is the heart of RimWorld.
Speaking of “random,” at the beginning of the game you get to choose the AI Storyteller and difficulty of your game. The default AI will throw increasingly difficult encounters your way (modified by game difficulty), ensuring that you never reach a point at which you become entirely stable. The other two AI choices give longer periods of calm, and completely random ones at random intervals, respectfully. I can appreciate the transparency of the system, even though it makes things… a bit game-y, I suppose.
In any case, I am enjoying my time thus far. There are still a lot of game elements that do not make complete sense – the Research system in particular is difficult to wrap my head around – but the sort of little narratives that emerge are pretty interesting. So, we’ll see.
There is a lot to be said about the RNG inherent to Hearthstone. A lot of the games can be decided by coinflips, outrageous Discovery choices, and all sorts of random nonsense.
You know what’s infinitely worse IMO? Not drawing your cards.
Jesus Christ, I have had some insanely bad luck in the last four games I played. We’re talking getting to the last 7 cards in my deck, which consisted of four mana-ramping cards, the Malfurion DK Hero, Ultimate Infestation, and Jade Idol. As in, I somehow held on and dug through my deck that far, but not far enough for it to matter. If any of those had been closer to the top of the deck, I might have had a fighting chance. Switched decks to Spiteful Priest, then faced the mirror match wherein my opponent hit both his Spiteful Summoners on Turn 6 & 7, but mine were nowhere to be found.
Do I care that his summoned a 7/14 creature that I had no clean way to counter? Nope. RNG is RNG.
What I care about vastly more is how badly my deck(s) have bricked the last half dozen of games. Your opponent top-decking the exact answer they need, or having a God-Hand that kills you on turn 4 is not something you can really do anything about. Your own deck not giving you anything – literally against all odds – is something else entirely. Give me those 50/50 losses over an improbable streak of 10% failures that leave you with no options.
Except, it’s worse than 10%. Seriously though, look at this:
I ended up 14 cards deep into my deck before drawing my first dragon, when there is eight of them in there. According to this Hearthstone calculator, the odds that I should have had at least one in my hand by then is 99.5%. That doesn’t even account for the fact that I mulliganed two cards.
Statistically, 0.5% days happen. But when multiple of them happen in a row, when you only play ~20 games a week… yeah. Let me play against my opponents and lose due to a bad matchup or poor trades. Don’t let me lose to the equivalent of Mana Screw in Magic: the Gathering. That is way worse than losing coin flips, IMO.
Slay the Spire is basically a deck-building roguelike in the vein of Hearthstone’s Dungeon Run with a splash of Dominion. While still in Early Access, damn near everything about the game was compelling enough to grab my attention for 20+ hours immediately after purchasing.
The basic gameplay cadence is to pick one of two classes, and then complete encounters on your way up the Spire. At the start, you have 10 cards in your deck, and three energy to spend each turn. After each turn, cards you played (and any you didn’t) go to the discard pile and you draw 5 more cards. When you run out of cards, the discard pile is shuffled into a new draw pile, repeat ad infinitum.
Your beginning deck is basically filled with 1-energy Attack (deal 6 damage) and Defend (gain 5 block) cards. As you defeat enemies, you get a choice of one of three cards to add to your deck. Some of these are strict upgrades to your basic cards (Deal 5 damage AND gain 5 block), but many of them are completely different mechanically (discard your entire hand, draw that many cards). Adding these new cards to your deck makes it more powerful, but just as with Dominion, a deck with 30+ cards is not as powerful as a deck with 15 cards – you are simply less likely to get the combo pieces you need when you need them.
This is where the brilliance of Slay the Spire comes in. For one thing, it allows you to forgo getting new cards if you wish. Additionally, in shops and certain non-combat encounters, you can choose to remove cards from your deck. This is good both for thinning the lower-impact cards from your deck, and also removing Curse cards (usually just a dead draw) you might have inadvertently picked up. In addition to cards, you can also get one-use potions, and gain Relics, which are typically passive abilities that augment your run in some way.
All of this is on top of a robust buff/debuff system, a dozen or so different enemy types with their own behaviors, a bunch of bosses/elite encounters, some non-combat events, Shops that let you purchase new cards, one-use potions with nice effects, and so on and so forth.
Oh, and have I mentioned that the two available classes have different card pools?
Since purchasing the game last week, I have beaten the final encounter a couple of times with both classes, using (by necessity) several different methods based on which relics I managed to pick up. For example, one relic gives you 3 Block each time you discard a card. Suddenly, Calculated Gamble (Discard your hand, draw that many cards, costs zero) becomes the best defense card in the game, while simultaneously moving you closer to a your win condition cards. Other games required playing and fetching the same two cards as many times as possible. Still other games saw me die to the first elite encounter I faced, three moves into a run.
Roguelikes sometimes dislike rogues, know what I’m sayin’?
In any case, if you were looking for something less RNG than Hearthstone’s Dungeon Run, or enjoy deckbuilding in general, I highly recommend Slay the Spire. It is in Early Access, so technically it could get better or worse, but they would have to essentially gut the entire game at this point to make it not worth the $13 (on sale) I already paid. Buy it, or keep it on your radar once it releases for real.
I had a much longer article started on the various strategy considerations one needs to ponder in order to clear Hearthstone’s Dungeon Run game mode with all nine classes. Then I realized that perhaps a TL;DR version might be better. So here it is:
- Captured Flag (+1/+1 to your minions)
- Cloak of Invisibility (permanent Stealth)
- Wax Rager (5/1 Deathrattle: resummon)
- The Candle (4 damage to enemy minions, reshuffle into deck)
You can win without this combination of passives and treasures, and you can absolutely lose even if you get all of them. Dungeon Runs are the typical Hearthstone clown fiesta of RNG cranked to 11. But the short version is that giving all your minions +1/+1 allows you to counter a ton of boss gimmicks, permanent Stealth bypasses targeted removal and bad trades, and Wax Rager can usually win the game on the spot with infinite value.
As far as deck composition, you will want two things: creature-based tempo plays and an emergency value generator. Spells are incredibly discouraged in Dungeon Runs, as Boss health generally makes it impossible to kill them before getting overwhelmed yourself, and several Bosses actively punish spell use. At the same time, it’s possible to run out of gas if you’ve been trading all game, and bosses have more cards than you do. In those cases, having an Antonidas or Lyra can pull you from the brink. Those value cards just can’t be your win condition themselves, as they are much too slow versus the bosses that win on Turn 5.
And… that’s basically it.
If you’re looking for tips regarding specific classes, it can basically be summed up as:
- Shaman/Druid/Rogue: Picks Jades.
- Everyone Else: RNGesus will guide you home
Priest was by far the worst class for me, although Shaman cut it close. In both cases, the starting deck is just bad, so you have to lean hard on getting good Passives/Treasures and strong card picks after each boss. I had perfect picks in half a dozen of my Priest runs, and it still took a total of 15 attempts before I squeaked by. Even then, the winning run was due Lyra giving me a Power Word: Glory, which I was able to leverage into an incredibly unlikely win versus Waxmancer Sturmi as he repeatedly copied the enchanted Sylvanas.
The latest round of Hearthstone nerfs have been announced ahead of the set rotation, and they’re great… if it was 2016.
The biggest news in there is the nerf to Patches, a card that was released in December 2016 and has been a meta-defining, chase Legendary ever since. Blizzard has acknowledged his power several times, but their explanation for the timing is… well…
As we move closer to the new Hearthstone Year, we had some concerns about allowing Patches to remain in his current state after moving out of Standard. Patches’ strength has caused almost every class to add some Pirates just to benefit from him, and his early game power forces control decks to include a good answer to him. This change should give Wild players more flexibility when building their decks.
What the literal shit, man? Can that be read any other way than “we are fine with Patches’ current state in Standard”? I mean, obviously they were fine with the card’s broken state up to this point as evidenced by a lack of any nerf for over a year. But to me, this just says that Blizzard genuinely believes that card set rotations should be the arbiter of balance in this game. And that’s fucking nuts.
Granted, Corridor Creeper is also getting
deleted from the game nerfed in this upcoming patch. That does not particularly make me feel any better though, because A) how they nerfed it, and B) what they didn’t nerf. All Corridor Creeper needed was to only count your minions, rather than every minion. Hell, most of the pros that previewed the card felt like it was Epic trash because they read it that way to begin with. Instead, they turned it into literal garbage that you will be very disappointed to open in a pack after February. Meanwhile, no changes to Cubelock or Ultimate Infestation, etc etc.
Why does any of this matter given the clown fiesta that is Hearthstone’s RNG? Well, I still like playing the game occasionally. And really, the RNG does not particularly bother me – sometimes it’s in your favor, sometimes it’s not. The more fundamental problem is Blizzard’s current balance philosophy undermines any faith I have in the game’s long-term direction. Set rotations are not how you balance a goddamn game… unless the entire goal is pump & dump. Sell those packs to people chasing overpowered Legendaries/Epics and then nerf them later so the next set appears just as OP as the last. Otherwise known as the Supercell Gambit (Clash Royale says Hello).
It’s all cynical, unnecessary bullshit. These are supposed to be games, not vehicles for quarterly profits. I mean, they are that too, but I shouldn’t have to open the latest expense report to understand what the designers are smoking and where they are taking the game’s direction.
Hearthstone’s latest expansion, Kobolds & Catacombs, introduced a new single-player feature: Dungeon Runs. Designed to emulate roguelikes, it has you face off against a random assortment of bosses – eight in total per run – with each success resulting in selecting between three sets of three cards, which then get added to your current deck. Sometimes you get bonus cards, which can either just be overpowered cards, or passive effects like doubling your starting HP, or having your Battlecry effects trigger twice.
Dungeons Runs are the most entertaining addition to Hearthstone in years. And the least rewarding.
Just to be clear, there are NO rewards to Dungeon Runs. Well, unless you count a card back for clearing all the final boss with all nine classes. No daily wins, no quest credit, nothing. “Fun is its own reward!” For now, that is indeed holding my attention steady. However, considering I could be playing on ladder, or casual, or even in a Tavern Brawl (most days) and be getting rewarded while also having (less) fun, I am actively harming my collection progression. And let me tell you, Blizzard has the thumbscrews firmly in place this expansion, as usual – all the staple cards are Epic or Legendary. So, in effect, I am having fun at the expense of my future self.
Beyond that, Dungeons Runs can be extremely frustrating too. Yeah, Hearthstone is always random, sure. But this game mode is about sixteen different layers of RNG, starting from what cards you are offered, which bosses you encounter, what your random effects do, which cards you draw, what cards your boss draws, etc etc etc. Fights that should have been easy are instead lost from a single coin-flip. This isn’t like Binding of Isaac where your reflexes could theoretically save a bad run.
Also, can I just say that Azari is a complete bullshit last boss? I’ve gotten him like 80% of the time, and it essentially means I have to chew through 70 HP with just half my deck – he automatically destroys your top 2 cards each turn. And he starts with 2 mana crystals? And that hero power costs zero? Some of the bosses are unfair, but goddamn.
Perhaps I would be more upset if there was a defined prize at the end. So in that sense, Blizzard might be doing me a favor.
Regardless, I remain fairly surprised at how compelling the game mode can be, and how ingenious in a way. If you are a brand new player with a small collection, Dungeon Runs give you a peek at how powerful older cards could be, or new cards for that matter. In that sense, it can be a pretty good advertisement for buying a few packs and hoping to pull one for everyday play.
I do wonder what Blizzard intends to do in the next expansion. Will Dungeon Runs be supported? Will there be newer cards, newer bosses, or anything else? Most people are saying “No,” but a flood of posts on Reddit got Blizzard to change their mind with DK Rexxar, insofar as his hero power will incorporate newer beasts going forward. Which pretty much ensures that Blizzard won’t be doing that sort of ability ever again, but good on them changing their minds.
We already know that Star Wars: Battlefront 2 has loot boxes and that they’re bad, but we can always use more articles about them, right? In the comments of that Kotaku article though, someone questioned the author about what exactly the “moral issue” is when a company is trying to extract money from their consumer base. The author responded with some more general criticisms of capitalism as a whole and the conditions it creates, but when pressed by the commenter again, came back with this:
If you really want the “Heather isn’t fucking around version,” here it is:
Loot boxes are, ignoring the hair splitting of insufferable pedants like yourself, gambling. They are crafted, from probabilities to visual to their contents, to condition individuals and encourage repeated purchase and use. People with addiction problems will be funneled towards a system designed scientifically to exploit them. Kids will open the shiny boxes. They’ll do it with their parents credit cards without understanding the effect. Players frustrated with the grind will throw down money because that’s what the grind is designed for: to fuck you over and take your cash so some executive can take a vacation while the people in the trenches crunch.
If you don’t see what the problem is or if you somehow think this an acceptable state of affairs or what to talk about how it’s some God given providence of the rich to seek further profits at any cost, I don’t know what to tell you because I am so very tired and I just don’t know how to explain to you (or anyone anymore) that you should care about other people.
Pretty much the only thing I would add to that is how the rise of “recurrent consumer spending opportunities” has perverted the fundamental design of these games. SWBF2 doesn’t need loot boxes in order achieve some gameplay goal – progression from simply playing the game is more than sufficient to generate fun. The loot boxes exist to make money, and that’s it.
If you don’t care because you’re not going to be playing SWBF2, well… just wait a while. Guild Wars 2 introduced the Mount Adoption License as a method of randomly delivering 30 new Mount skins. Most of the outrage has understandably been directed towards the fact that it’s gambling, especially if you were only interested in a few of the skins (a few of which are for a mount you might not ever get). But here’s the real rub: 30 Mount skins were introduced into the game with zero gameplay elements. These aren’t spoils for defeating a boss, these aren’t the rewards for a long quest-line, these aren’t the goal at the end of a difficult achievement. Nope, they’re just item shop fodder. If each were attached to a task that took an hour to complete, that’s like a month of casual content removed from each individual player.
Do loot boxes make games better? Fundamentally, that’s the question you should be asking yourself every time. A raid boss dropping random gear on a weekly reset creates content by encouraging you to face that raid boss again. A loot box dropping random gear does… what? You do not have to care about other people – although you probably should – to care that loot boxes are fundamentally destroying elegant game design. Instead of developers focusing on tighter gameplay loops or additional content, they care more about monetization opportunities. Which used to be “sell more copies of the game,” but is now “sell random in-game content for cash.”
You know, I never thought we’d see something more abhorrent than on-disc DLC. But here we are.
Because you usually don’t lose that many games that you played perfectly, which is by the pretty much impossible. So, what I’m saying is the games you lose are the games where you blunder, where you did mistakes, which can definitely not be said about any game of Hearthstone. In Hearthstone, just today I have a direct comparison, you play really well, extremely well, and you can lose a lot of games, or you play very crappy and you win a lot of games.
In Gwent, you have nearly 90% that’s nearly unloseable, if you do the same in Hearthstone – 60%. But, the funny thing is, if you play extremely well, you might have 65%, and you if really, really play bad Hearthstone that day, it doesn’t matter, you still have 50-55%. I’m not even kidding here, yeah?
You can play like crap and you can still have 50%, it doesn’t even matter, it’s not even that important how you, it’s like coin flipping with a little bit of strategy. So, maybe how you rotate the coin so that it flies through the air at a specific angle so that you can have a 10% higher chance of having this head outcome or tail outcome.
While I cannot speak for Gwent, what he is saying about Hearthstone is 100% true. And I believe it’s pretty clear at this point that this is not a bug, but a feature.
As I pointed out in 2014 and 2015, the complaint Lifecoach is leveling here is the precise reason RNG exists. Without RNG, games become deterministic – the better player wins. On the face of it, that sounds exactly how things should go. And yet here we all are, not playing Chess 24/7.
Randomness is frustrating, but it can also be exciting, both for the players and also for the audience. Randomness can also lessen the sting from defeat, even if said defeat was inevitable. Especially when the defeat was inevitable, e.g. when facing a better opponent. Because that is really the second edge of the sword when it comes to games like Gwent (presumably) or other 90% skill games: nobody likes inevitable defeats.
Which is a problem if you are trying to cast a wide net and capture a big F2P audience.
For the record, I am not trying to disparage skill-based competitive games. I enjoy some of them, some of the time. Typically, they simply produce more anxiety than I feel like experiencing in my downtime; an anxiety that I do not feel when playing skill-based single-player games. I can lose in embarrassing ways in a roguelike all day, no problem. Losing against a human opponent though, triggers all sorts of monkey brain routines.
Incidentally, this is why I prefer games like the Battlefield series to, say, Counter-Strike. Skill matters a bit in the various Battlefield games, but you aren’t going to be single-handedly responsible for your team losing a match. Tank rolls by and blasts you. Oh well. Terrorist pops out and AWPs you. Rage.
Now, in regards to Hearthstone, I will admit that it is in its worst shape since the Goblins vs Gnomes expansion. As Lifecoach points out later on, Team 5 has gone on record as stating that they don’t like combo decks and are trying to tone down direct damage as well. The goal is to force more interaction with minions on the board, rather than One-Turn-Killing someone from your hand. But this is the same design team that thought Small-Time Buccaneer was balanced, and otherwise created an environment where dying on turn 5 is pretty much assured.
The real problem, IMO, is more fundamental: Team 5 is way too laissez-faire when it comes to balancing a digital card game. If there are cards and decks out there that are straight-up broken, Team 5 will wait to see if things balance themselves out. And if that doesn’t work out, they will wait until the next Adventure/Expansion to see if some new cards shift the metagame enough that the original problem goes away on its own. Only when the problem has been festering for months and turned into full-blown sepsis will they deign to nerf an absurdly powerful card. It’s maddening.
I get it. Sorta. Supercell has monthly balance patches for Clash Royale, in which they pick winners and losers based on usage and win rates. This works, but sometimes feels heavy-handed, as usually a buff means that particular unit becomes Flavor of the Month. Not that Team 5 would ever buff a card, because it’s way better to just create (and sell!) a new card instead. But we can imagine a scenario in which Pirates are too strong (they are), Team 5 nerfs a few pirates a month later, then has to nerf the ascendant Jade Druid a month after that, and so on.
At the same time, three months is too long. Especially since Blizzard doesn’t have to worry about errata, or reprinting physical cards, or anything of the sort. There are already proven mechanisms of reimbursement – full Arcane Dust for disenchanting – that can be further juiced if necessary. There is no good reason to wait so long, and every reason to act.
Because it doesn’t take all that long to ruin a good thing. Especially if it’s already borderline.
I have around 40 hours at the WoW endgame and have not gotten a legendary yet.
Yes, I understand how “entitled” that statement is. The problem is that this is the sort of endgame that Blizzard has designed.
Back in the day, Legendaries were extremely rare drops from the end bosses of high raiding tiers. This made them rare and cool, but effectively nonexistent for the majority of the playerbase and drama-laden for raiders besides. Sometimes the mainhand Warglaive never dropped. Sometimes the rogue got both Warglaives and then /gquit. Sometimes the warrior tank spent his accumulated DKP and “wasted” a Warglaive drop to look cool.
Around Wrath, the Legendary paradigm changed to make things a bit more organized. You had to collect 40 pieces of whatever, perhaps kill a specific boss, get a certain achievement, and then you got your Legendary. There was still a certain amount of coordination necessary though, as the Legendary pieces dropped for the whole raid, and thus had to be divvied up. In Mists and Warlords, the system was opened up further to the point where everyone could reasonably be expected to receive their own personal Legendary items. Drama around Legendaries was essentially removed, being solely a function of an individual’s willingness to grind past the gating mechanism.
In Legion, Legendaries are once again random drops. And there are dozens and dozens of them, for specific classes and even specific specs. The system, in effect, is a huge step backwards.
In principle, I actually like what they are doing with Legendaries, insofar as they are items that make you rethink your talent choices, skill rotation, and possibly even spec. Trinkets and Tier Set pieces traditionally function in this role, and their ability to “change the math” is precisely why getting them are exciting. One can stomach stat sticks only so far. In this sense, perhaps having “Legendary” items perform a similar role outside of Tier Sets and trinkets makes the piece of gear indeed “legendary.”
That said, we are now in a new Blizzard paradigm in which not only does Legendary gear drop from any content – including really dumb World Quests – but also one in which we can expect to see multiple pieces. Indeed, the last Class Hall upgrade for every class is the ability to equip two Legendary items at a time. Ergo, we should expect to have 2+ minimum. That said, there are tens of thousands of people right now with multiple Legendary pieces, and even more who have none. Supposedly there exists a “pity timer” which increases the odds of a Legendary drop the more one fails to receive one (such a mechanic exists in Hearthstone already), but nevermind.
Regardless, I really kinda hate this system. Sure, I see what Blizzard is doing: moving WoW towards a more Diablo 3 looting model, which makes completing otherwise dreary “kill 10 X” more exciting. But I actually enjoyed working towards items. Remember the old Badge system? There is a huge difference on an intellectual level between grinding 1000 mobs for 1000 points to buy a piece of gear, versus grinding 1000 mobs for a 1/1000 chance for a gear drop. I mean, I get it: filling some progress meter is a more defined endpoint than random drops. But for me personally, this level of randomness provides no meaningful sense of progression at all.
And by the way, this system seriously sucks for my situation in particular. I have been playing my Druid pretty much exclusively this expansion, with the understanding that I will need to be Balance if I ever wanted to raid later. However, questing as Guardian is so fucking amazing and quick that doing anything else is folly. And if I ever wanted to play some PvP, say, to capitalize on the Arena Skirmish bonus this past week? That’s either Feral or Resto. So, basically, no matter when or where a Legendary does finally drop (if it drops), I am guaranteed to not be able to meaningfully use it.
If I could work towards a specifically Legendary… but alas. GG Blizzard. GG.