Removed
"As they removed things, they've tried to give players choice, so that if they like those abilities they could keep them via talents. Today, they don't think classes have too many abilities, it isn't a problem they're trying to solve in Battle for Azeroth, so they're more receptive to moving abilities back baseline where it makes sense."Straight up the worst reasoning, the current talents are cookie cutter, we never had choice, just slight variations of the same thing. Classes are a joke right now. I would rather have too much to choose from than this stale state we are in now.
Who here actually understands WHY the alliance was getting that quest every week?I'm going to go ahead and guess most people don't, seeing as most horde I run into are happy to pass me by while I sit literally afk ('afk') in warmode. If you've had warmode on these past few months, and killed less than a handful of alliance by yourself; If you saw the quest and reward, and that it involved killing a bunch of horde and cried bias - I'm talking to you. Yes YOU.You're absolutely right, and I agree that the weekly i400 pvp quest is BS - but you'll probably hate why I agree.My reason? Turn off warmode and stop using it for the buff. Atleast enough of you that our call to arms buff that TRIPLES the 10% buff isn't up 24/7. I am getting tired of seeing a whole mess of players who hate PVP just flush out what is supposed to be THE mode where we quarantined off so you quest in peace. The only reason were in this situation at all is because how ridiculously out of balance the PVE population is right now. There's literally so many of you - we couldn't kill you fast enough to make the 10% bonus worth it.Honestly, would any of you like it if we could just invade your Daz'alor run and start ganking you from behind at JUST the perfect moment? Nothing stopping a 40 man gank raid - or maybe just one of our top RBG teams pops in to focus fire a tank moments before that world first Jaina kill - maybe we can make off with humanity phat loot and an achievement. Sound fun? I bet not. So why do it with the glove on the other hand? We're prevented by the games design from doing whats happened to warmode - to raiding. But I guarantee we wouldn't even need loot or some bonus just for the chance to do it.And that should be why you don't want to have warmode on.. should be - if not for the 10% buff everyone spent weeks telling the PVP playerbase we didn't deserve... because you deserve it more?Ion explained to everyone that buff is there because murdering eachother in PVP wastes a lot of time if you're trying to grind. What no one counted on was first technical issues with shards (which started to push alliance out of warmode), and then the sheer greed as more horde piled in - snowballing the issue out of control.I get why people don't like PVPers, you don't like being ganked - you don't like our mentality or that we 'ruin peoples fun' (even though we usually have a blast doing it to eachother all day). I see a fair number of gripes about us camping flightpoints - that is and always has been fairgame in WPVP. Us finding the most efficient way to kill a bunch of you was likely Blizzard's goal here - if you hate pvp like this, they don't want you in warmode because you aren't earning that buff. Make enough people ragequit warmode and things would balance out and the quest would get disabled with call to arms.Handily, Blizz made it easy, you could now turn warmode OFF at any rest area - so all you had to do was corspe run to an inn and give up on the 10% buff. Not only would you stop getting camped for loot, we'd eventually lose the 30% call to arms buff alliance is getting too.Ideally, we'd be back to having warmode for people who want to PVP as intended.(As far as the claim that there's to many horde - understand that we've had a nearly 24/7 BG call to arms since Legion - meaning there's WAY more horde than alliance right now. I haven't even been able to merc since WoD. It wasn't a surprise to see the warmode call to arms has also been on the whole time too. The game is literally telling everyone there's a faction imbalance - what your gut tells you or how you feel the population sizes are doesn't matter here. If you think differently, the game itself has been saying you've been wrong for a while now.)
1. Warmode was good on paper, but in reality it all ends with ganking single players by whole raid.2. Warfronts were good on paper, but in reality they're boring LFR styled kicking ass of defensless NPC, brainafking for a few minutes, get prize, bye bye.3. Island expeditions were good on paper, but in reality it's yolo through npcs as fast as you can.4. War campaign is bad because of it's size, we are getting few quests which lasts for maximum 2hr if you are reading quests and having problems with killing npcs (or when they spawn too slow, coz of thousands of people doing the same quest simultaneously)5. Raids are always awesome, always have balancing issues, are always tweaked, what can I say more?6. Questing and leveling is one of the best, few quests lead to the same place and you are doing them both in same time, though Ally side has problem with story (Drustvar is awesome, Stormsong surprisingly ends in a middle of zone, Tiragarde is splitted on lore quests and generic quests)7. Azerite system is bad on paper and in game, loosing power when gaining power? (higher item level item = less traits)8. Neck as artefact is simply bad, it could be literally every neck and it won't change anything. Heart of Azeroth literally does nothing.9. Itemization is total random, catch up mechanics week after releasing NM/HC Uldir, titanforging (again), boosting item level of half of the content, while other half is useless (Arathi warfront, world bosses, faction invasions, Uldir!)10. PvP vendor for season 1 transmogs does not exist, PvP vendor for season 2 items does not exist and all we have is stupid queue.11. Story design does not make any sense, Aliance adventure in Uldir looks like "Hey! That's big guy. Go and kill", while Horde has story around that raid. Same with Dazar'alore, atacking Zandalari to prevent joining them to Horde? While they are heavily supported by Horde in this attack? Why just not simply trying to destroy Zandalari navy and deal as much damage as they are weakened by Ghuun and friends?Currently everything you are giving us to fix problems are promises that mystical 8.2 will be awesome and will change whole expansion. And you are wondering why community is angry. Maybe try to notice your subscribers not only shareholders.
If you want to make Blacksmithing, Leatherworking and Tailoring relevant why not just have them make cosmetic BoE versions of item sets? Maybe even unique ones that you can only get through said profession.
WoW is like a reilgion - you either embrace it or get the F out.
I don't read anything Ion says anymore. Just a glorified slip and fall lawyer trying to be game director. Placeholder at best. Will not tune in to anything from that dev team after he is replaced.
He is a lawyer-not a game/ideas type person. Just a placeholder type. Move on from this guy like three years ago.
My main issue with crafting this expansion is that by the time you get the mats to craft your next whatever, it's already miles behind in terms of usefulness. At best it serves as a catch-up mechanic for new alts--but oh, wait, it's all BOP and requires raid mats. So mostly, it's just plain useless.Some ideas and things that I have liked in the past are----having either fluff (pets, toys) or utility (war drums, mailbox, second hearthstone) craftable and in some cases available to sell to non-crafters. Problem here is coming up with new and exciting utility--"this expansion's Jeeves" got a little old with Engineering in Legion. Maybe some of the new PvP potions can be available in this way (but do spread the love and not give them all to alchemists). As an idea, maybe some new stuff towards supporting RP. For example, one-shot items that allow you to turn into an iron dwarf for an hour instead of the 5 minutes granted by thatone toy. Or as a new idea, something that changes your displayed name like Akunda in that one questline--that would be very useful for NPCing player events, to be able to make your display name be "Stormwind Guard" or "Horde Grunt" and perhaps with the t-mog/race change to match. It would also be hilarious in battlegrounds.--being able to upgrade crafted gear as you go along, so it makes more sense to drop a giant chunk of money on it in the beginning because it keeps paying off. Also, it never becomes useless. --competitive with the latest tier's drops. Contrary to the opinion in this article, I think crafted gear SHOULD be on the level of raid loot, because it can take so frickin' long and be so expensive to make. Maybe it can take the place of currency loot? As in, currency loot gives you a guaranteed upgrade in the slot you want, but may take longer to farm if you have good luck with raid drops. Alternatively, if you have terrible luck with raid drops or just can't get out to raid that often, you can go spend your accumulated money to get the crafted gear and then still be competitive. Great for alts, which more people will be having with the allied races.--another controversial opinion, but having all levels of crafting be useful (meaning past expansion's mats and recipes) and appealing to endgame players. WoW has never done this, and IMO the alternative is something I detest in MMO gaming--how each tier of mats is more powerful than the previous one and only found in the new areas, despite lore indicating it really shouldn't be (example: oh, some fel-empowered plant in BC being much less powerful than some ordinary flower found commonly in Kul Tiras, or some jungle plant in Zandalar not growing in Stranglethorn). Without fully changing how progression and mats work, this would probably again be through fluff and utility items only craftable at lower levels, but I also wouldn't say no to having low level mats show up and be needed again in newer content. The benefit of this is partially immersion, but it also gives new players a way to be competitive in the AH market without having to grind all the way to cap and then grind some more for the money making materials they could sell to other players.--having crafted items being needed for quests or as components for tier rewards. If there's no player demand for crafted loot because it all sucks on its own merit, well, here's a sneaky way to push up demand again.