LOL
Thank god, i hated that buff. It isn´t all that hard or challenging to level or play in the open world and that just made the dragon isles leveling into a joke
I can't believe how buggy this expansion has been. I guess that's what happens when you fire your entire QA team.
That's what was happening! I thought it was because I was fighting alongside Kalecgos during that one quest, as I kept getting my health back when I should have been dying to all those mobs... then it happened somewhere else and I was very confused.Never occurred to me it wasn't supposed to be happening. I just figured they were being extra generous in certain areas.
I remember when levelling was a bit challenging and actually fun. Now you just breeze thru everything without even noticing whats going on. They should remove all the facerolling things for new players so they actually can experience the game and not jusy bombclick their way into end game with no clue what to do.
Yeah this buff entirely is a bad idea from a game design perspective. You don't help new players by trivializing the game. Because they're going to get to Khaz Algar and suddenly not have these buffs they've gotten used to. It's already not uncommon for people at max level not understanding what debuff types are (poison, curse, magic) or knowing what an enrage or Combat Ress is because they haven't had to use those throughout leveling. Trivialize leveling and you trivialize the player. Oh, and it's also just not fun.
IF the game is still around after part 3 of the Worldsoul Saga, just make the game episodic... it seems to be what way more of the playerbase would be happy with & you'll never have to keep tweaking the numbers for old content.No... I do NOT want that - it would suck whale balls - but who the f*** am I to make requests, anyway?Yeah; I know Blizzard aren't likely to see that, but...
Ever since Legion, when Ion decided to make EVERYTHING scale, similar to how GW2 does it, the game and the leveling experience is broken.Ever since level 10 enemies level to level 11 when you do, the entire idea of RPG has been removed from the game. Why do you think classic RPGs send early game bosses as trash mobs in later stages of their game? Because it feels amazing to be that much more powerful than you were earlier.Well in WoW, it's exactly the opposite. You two shot enemies with level 10 and when you come back at level 20, 30 or 40 to fight those very same enemies, they're 2, 3 or 4 times as strong and take 2, 3 or 4 times as long to kill as they took with level 10.In the original WoW, we've had talent trees which made us stronger with each level, we had leveling abilities, that made us stronger every few levels, as well as enemies that stay at whatever level they are, which made us relative to them stronger.In MoP they got rid of talent trees, so every level we mostly got a few stats and an ability at best, usually just some stats. That in itself made it so leveling up didn't really make you stronger, there were just breakpoints, when you got an important ability or similar, that made you stronger.In Legion, the leveling experience got worse, because not only did they diminish the amount of strength you gained when leveling up, they also made it so enemies became stronger when YOU leveled up, it's truly a reversal of how an RPG should work.In Shadowlands, they then decided that leveling through all the expansions, or choosing one, was ridiculously convoluted for new players, which I agree with, so they made it so the first dungeon after the tutorial was Atal'Dazar, filled with LoS mechanics, necessary interrupts, you having to soak certain void zones before an AoE to kill a boss, as well as having to kill 3 totems simultaneously.Compared to RFC, it's quite a few steps up, I don't believe a group that has only played through Exile's Reach and nothing else would be able to beat Atal'Dazar.In DF it's just more of the same, sending NEW players into the de facto end game zones of last expansion, sending them into dungeons where bosses have an incredible amount of mechanics compared to Classic / Cata bosses, is just a bad idea. It's a bad concept and it has been bad ever since leveling got "overhauled" back in Legion.Scaling makes it so you feel weaker with every level up, it's an awful feeling for something that calls itself an RPG, RPGs are by definition games where your character grows stronger over time, in WoW, it's a weird wobbly curve where the character sometimes grows stronger, usually weaker, and after reaching max level, finally gets the regular RPG approach of a steady increase in power.I don't know why they decided to ruin leveling back when Ion became Game Director, but they did, and every expansion, they will run into more of the same problems, because Dragonflights zones were never meant to be new player zones. Overhauling them is much more work than just sending new players into zones that were designed for new players and I don't understand why the people who have the power to make these decisions are so incredibly stubborn about it.
So it was a bug!Well, I'm glad I got what I wanted out of it then. I was able to use this bug to level a new Evoker and trivialize the winterpelt grind (grinding on elite mobs) and get that one mount where you need 20 jerky/soup/something else in Azure Span, while leveling.Heck, I even went afk in the middle of the one Gnoll areas while I waited for them to respawn on me. Good times, but it would definitely be jarring for a new player. I'm actually really glad that the bug was that this appeared for everybody. If only new players could see it, veteran players would have been confused when new players came into TWW and were like "Why can I die now?" or "What happened to my super fast movement and casting speeds?" or "Why doesn't my health nearly instantly regen out of combat?" or "Why does the lava hurt me now?"If we all hadn't seen these buffs, veteran players would be like "what in the heck are you talking about?" But now, we all know and can explain to them what's really going on. And yea, I don't doubt that some new players will reach level 70, get annoyed with how slow things die or how often they get killed, and give up on the game.
I agree that this will set newer players up with bad habits later in their gaming experience. The best way for new players to learn about mechanics is if they had the time to gradually expose themselves to the increasing complexity of combat/boss mechanics over time. When the beginning experience was set at Cata, it was much easier for a new player to just jump in and learn everything on the fly. It was also when you could still level at a reasonable pace - through many more levels - to learn spell rotations, abilities and combat. With BfA and DF, the modern mechanics are too complex for the brand new player exactly because they were made for veterans who already understand how all of it works. When you have an encounter that has 6-12 different things all happening at once, how is a new player supposed to know what to do, or what things on the ground are bad or helpful?They really need to put follower dungeons in much older content, with a recommendation to learn dungeon mechanics in those parts of Chromie time - you're less likely to see new players grow frustrated or confused, that could have them wind up leaving the game in frustration. Although these buffs seem cool on the surface, the issues that immediately arise as soon as it's taken away (likely with no splash screen warning to inform them of this change), it would lead to more confusion.
CATA HYPE
Now just make this buff an affix in S1 keys