Things I think are necessary to make success less opaque...1) Clear indications of what each character will attack and with which abilities. The ranged vs melee indicators aren't enough, and with some characters having both a melee & ranged attack it can be hard to visualize what will happen.2) The in game presentation needs to show basic attack damage.3) Abilities need better explanations, especially the basic troop abilities which are often the key to success.4) More reward data. As explained above, why would you run a Rare mission for 1000XP when you can run the common one for the same? Still can't tell how much base XP to expect for any given mission.
One thing I noticed early on: when using the mobile app version, you're able to see how long a follower will take to be fully healed on their own, though I don't see an easy way to check that in the actual game client?I learned really early on that doing a lot of missions in quick succession was an easy way to drain my anima with not a lot of great rewards in return. I don't hate the concept that the new missions are rolling with- I just really think this was poorly executed. Not even just QoL changes, but the fact that one character in the night fae covenant has no troubles with the missions my character in the venthyr covenant can barely get through. There's some major balance issues that needs to be addressed there. I'm hoping we see a big sweep of changes that come in a later patch such as how island expeditions were addressed and improved on later into BFA.
Dude said there's an addon for it? Does anyone know the name
I have yet to find an actual good addon for this. Venture looked promising when I tried it a week ago, but it was missing info (mission levels for example, which is useful for selecting what missions to send low adventurers on) from the default UI and I found no way to get it back. As for the mission table itself, it needs a complete redesign. I think it might be the most confusing system Blizzard ever added to WoW. The only way to try to figure stuff out is by studying battles in detail, which takes hours upon hours. There are just so many things wrong with it.
For me the main issue is the lack of explanations about positions and how roles work. Are adventurer do something beside their power because of their role (dps/tank/heal). I also don't really understand the order of actions, and even while watching the replay it often doesn't make sense. I ended up not waitching them anymore because I don't understand what's going on and what I should improve. The combat log is unreadable, too much information that doesn't make really sens if I don't understand most of the rest. I actually think this version can be much more engaging than previous ones, but I think they removed too much of the flavor and gimmicks and added a system that lack basic explanations. With not items to give adventurers, is also seem really basic and not enough interactive.
In my opinion they really need to give a better mix of mission levels. My main is Night Fae and he gets a variety of missions ranging from level 33 to 42. Way too many of these missions are impossible for my guys to actually win - e.g. a mission with 2 enemies that do 252 damage to a random person every 3 turns combined with 2 more that give a 50% damage taken buff to random persons for 3 turns and to top it off, an enemy at range who heals the entire enemy team for 152 hit points every 2 turns - I cannot get a companion to target the healer because the healer is in the second from right slot in the back and apparently guys in the front row on the sides are further away.I won't even get into the issue that my paladin who is Kyrian that has trouble completing basic easy missions...
The only issue i have is the balance between troops and that's coming from a Venthyr.
A bunch of the covenant systems were obviously rushed and released in a state where they're confusing, boring and offer borderline pointless rewards. Hope we see some big changes soon, but I doubt it.
its just unbalanced is the main issue, between covenants. and when you lock example soul ash catchup or some gear, reagents, etc. to be behind it, it sucks. as a Venthyr I still have yet to succeed in one soul ash mission at which I've tried numerous different combinations
It's hard to tell what is the "closest ally", because depending on your spot it will be different. Abilities like that should have either a random neighbour or like if it's a heal, heal the neighbour that need it the most. It can be frustrating trying to place the champs to make them interact with each other in a good way.
the adventure table needs to die, it's not fun, it really does nothing but drain my anima until they boost how much we can get(time gating) so I don't bother anymore.
Only a bunch of coders could imagine a game that involved studying hundreds of lines of text would be fun. They need to get out more or something. I mean... with this player base? Hello?All I can think of is that their main design goal wasn't, "How do we design a cool game?" it was more like, "How do we design a game they can't complete using an addon?" In other words it had to be opaque. It's deliberately difficult to understand. I don't know. I feel less and less charitable about this expansion. It feels like a series of isolated mini games connected by currency. I seriously hope this is not the new normal. I want to go back to basics, please. Bigger worlds, fewer systems. Stop sticking us in instances and on vehicles. And no more mission tables. Let this one be the last. If you're not going to do it properly, don't do it.
If blizzard really wants to make this engaging, then this needs a revamp...1. Turn it into a manual turn based game that the player controls similar to your console final fantasy game where you can choose what each of your team does each round.2. Limit the number of missions to 3 per day, which are all available immediately after daily reset. The limit can be flexible by renown or whatever. The point is there's a small number per day.3. Upon finishing a mission, the characters chosen cannot be used again until the next daily reset.4. Make the rewards meaningful. They don't have to be earth shattering, but enough of a variety and incentive to keep going. Tie reward level to renown5. Tie follower level to renown. The "leveling" your followers should do is upgrading quality which provides upgrades to current abilities or new abilities.With a system like this you play a few games a day maybe, though each mission presumably would take longer.. Choosing followers will matter since you won't be able to use that follower on one of the other missions for that day.
The table sucks. I mean it was always a minor part of the game and it's worse now then when it first came out in Wod.