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World of Warcraft: Battle for Azeroth is struggling after stellar sales and glowing early reports about the story and the beauty of the expansion design. However, success for an expansion means more than the number of "day one" sales and more than the first two weeks of excitement over new content. Success is measured in the longevity of the expansion and in how players remain involved and interested over the long haul. So, what does BfA need to become a success? We have a few ideas.
Comments
Charge xpansions in cash shop. With more cash goodies non p2W.
Watch your population quadruple, servers crash like it is 1999 due to huge success, and watch revenue pick up.... or stay ignorant and cater to the chineese market.
Classic fans will get their turn soon enough. Let's keep the thread on track please.
¯\_(ツ)_/¯
But I haven't played since one week of playing Warlords, so /shrug.
I want a mmorpg where people have gone through misery, have gone through school stuff and actually have had sex even. -sagil
Everything is lackluster or outright bad once the initial rush of leveling is finished. Story is bad. PvP is bad. World Quests are boring. The Heart of Azeroth is easily overlooked. Azerite Armor is lackluster. Island Expeditions are repetitively dull. War Fronts are mostly forgettable from week to week. War Mode has bombed. Class design is a dumpster fire.
All of it is "fixable". It remains to be seen if they'll try.
@Wergas You're right! A little polish and modernization of the older zones would be amazing.
¯\_(ツ)_/¯
Class specs are still a dumpster fire in and of themselves. 8.1 is making progress, but it's too little too late and they're avoiding some of the overarching issues because they don't wanna accept the feedback coming from players. Creating a GCD AND nerfing the hell outta Haste was just a bad idea. I'm not sure how an entire team of Blizzard's caliber could playtest those two changes and go "nah, it won't be frustrating for players."
They literally only needed a cooldown that triggered for other instant buffs/shields when the first one was used (I.e. bubble into Pally wings). There was absolutely no need to default skills onto the GCD and demand a special case be made to them for each skill the players feel shouldn't be on GCD. Add a CD that triggers between the skills susceptible to macroing, not all skills.
Not only that, but they added the GCD then reduced some specs down to the point that you might as well allow it to be ran on macro because there's only two skills to be used (MM Hunter Steady Shot/Aimed Shot build being one of the most infamous). When you have specs only using two skills, trying to chase down macros should be low priority for the dev team.
Azerite Armor, Warfronts, and Expeditions were just swings and misses. Of the three, the only one I would call "uninspired" is Azerite Armor. The other two I feel just aren't as fun or interesting as Blizzard thought they would be.
I'm not sure what's worse, the idea that Blizzard is truly and earnestly out of good ideas (exemplified by things like Warfronts), or if they're just stubbornly heading in a direction mandated by leads out of touch with the playerbase.
uh stfu with your vanilla wow. why would we want to screw 14 years of development? bc some cry babies don't like em?
sorry, but those who play like em.
uh and for those who don't like it, as always, over there is the door. bye.
you want classic servers? pathetic, you have NO idea what you ask for there.
what exactly do you want? those 3 instances or that one raid where you actually had to farm for several months so you could enter and fight the firelord for real?
most of you guys would INSTANTLY start crying with the ammount of grind needed to put your weapon skills to the reqiured lvl alone.
"I'll never grow up, never grow up, never grow up! Not me!"
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
mmorpg junkie since 1999
I'm gonna jump back into ESO for a while, start all over with a new character, then check back in later this year to see where WoW is with BfA.
RISE
UP
(Akiraosc)
Two words summarize BfA: Filler Expansion.
¯\_(ツ)_/¯
Sadly I doubt any of this will happen or even be considered.
The problem is the way they are gating things you will still have to dredge through the crap pile that is BfA to enjoy a new expansion thoroughly.
Stop drinking your own Kool-Aid and listen to your players, guys and gals.
If your players don't like a mechanic don't totally scrap it or replace it with something worse, but find out what can be tweaked to make it better maybe?
Tweak Garrisons and bring them to endgame as our home away from home, tweak Class Halls/Stories and bring them to current endgame to expound on how each Class would deal with the BfA situation, I wouldn't mind Racial halls/stories to see how they would deal with things individually as well.
I really liked the things in Legion that we could open by doing more of the stuff we already liked doing, with regards to the cool looking Artifact appearances, and Class mounts/stories/gear.
The Artifact trees gave us something to work toward as well with being able to make choices that branched off of each other.
Artifact & Lege's > Azerite Armor & Necklace, especially when taking a higher ilvl piece nerfs you until your Necklace lvl gets higher....just weird.
Gut Out!
What, me worry?
Blizzard is still amazingly skilled at the technical side of the game, but I feel as if they are drifting away from understanding their players. They've become too paternalistic and overbearing, IMO. Too controlling. I hope they come to their senses before it's too late.
It couldn't be any clearer that the devs have no overarching plan for this story or, if they do, they lack conviction that it's a quality story.
It's a bad practice for things like narrative to change at the whims of angry players when player choice in questing and narrative was never a design philosophy of this game. If this has signalled a move towards a new lore and narrative system that encouraged player agency, that would be great. It doesn't appear to be a paradigm shift, but simply weak-kneed devs or a product they lack faith in. Neither of those are good signs.