The Legion relic system isolating you into an aoe or single target DPS is shitty. And I never felt the heavy handedness of spec changing from vanilla was really warranted. I should be able to strengthen all aspect of my "class", which includes the various specs. Having to flip between talents per fight hasn't been a good experience, either.
That's why I liked vanilla WoW. Want to play a feral druid instead of healing, fine, but you will be shamedRight, I understand people liking this and that - what I am saying is that a X spec war IS a "class" and a Y spec warrior is a different slightly "class" - they each should kinda be their own thing- all gradients within "class archetypes" - but the way WoW essentially makes any class almost be able to do anything is stupid and destroys character attachment.
Only one I haven't played is Legion. Is it significant better now?I think people that don't play are out of their minds.
Wow has the absolute best MMO experience possible right now. Did they simplify it? Yes .do they piss us off? Yes. However, in general the gameplay has never been better .
And let's not even talk about the raids
It's certainly.1000% better than wodOnly one I haven't played is Legion. Is it significant better now?
Warlords was on rails and Cataclysm was the ground zero of rails. Pandaria was fine though.
Problem is that if you drop the support classes like tank or healer, or even party buffs to avoid that problem - then why have your game even be multiplayer?The entire paradigm of MMOs and how they are designed is their biggest hold back. They aren't just online, for many, primarily the base of the fans they have left, the Massively Multiplayer part is what can't be changed, yet that is the part that needs changing. MMOs struggle because you have to have a certain amount of each class type to do anything. You have to have healers and tanks, classes that the majority of people have no desire to play. I was secretly wish that they'd do an open world Diablo. Have the size and scope of a WoW, but use the same class/party dynamics of Diablo. That way people can just jump in and start playing. Either solo or with a group, where any combination of classes will work. The holy trinity thing is just well beyond its welcome. It works for WoW, because it's established, but I don't think any new property has a chance. Thus why Titan became a shooter versus the MMO it originally was being designed to be.
Everything from different classes to different loot types to lockouts and scarcity is there to sell you the idea that you need to keep playing something that would otherwise be done in a month or two and go stale. Devs don't even try to deliver "buttloads of new content" at a rate to keep people subbed all year, they do just enough fluff and recycling with each patch to stretch it out. Let the grinders and collectors do their thing and fleece where able to make up for the rest who game hop for new and entertaining things.
That's why I liked vanilla WoW. Want to play a feral druid instead of healing, fine, but you will be shamed
BAH, mmorpgs had plenty of content to keep people engaged for months if not years. I know of people that played EQ for a few years and never had a end game character. Same with WoW in the beginning, took weeks, some even months to get to end. Btu this was already ruined with WoW because the problem became when things shifted, sometime around Late EQ Kunark or maybe Velious is my guess, to "end Game" so now everyone just wanted to rush past the grand tutorial of lv 1-50 or 70 or 85 or wehatever the fuck the cap is and then the "real game" starts. Thats where mmorpgs went wrong IMO. And WoW basically started already with this mindset in 2004. They need to get back to the entire fucking game, lv 1-cap mattering and being fun again, also design like 80% of the content for group play. Because thats where the core of the market is. They want to log on, have a few adventures with a few friends. Not make grand raiding parties of 40-100 people to kill some one dragon and 1/100 chance at a piece of loot. Now dont get me wrong, raids are cool and should be a part of it all, just not the main focus.
Sadly I think people are so preconditioned to "end game" and RAIIIID mentality, that no matter what the devs do in future games, they will never break the mmorpg players from this mindset.
Problem is that if you drop the support classes like tank or healer, or even party buffs to avoid that problem - then why have your game even be multiplayer?
Every class being like Druids with options for everything could work but then why have different classes?
It's a hard problem to solve.
Like take wow for an example today, why even have the 1-100 game anymore? Its essentially a lobby game now. Log on, hit instance button, rinse and repeat. Even servers dont matter anymore. And yeah, jack offs will come and tell me, no, we still have daily quests and shit, lul, but its essentially what it is when you boil it all down.
I'd say impossible, because you are right. And that was the point of my first sentence. MMORPG is an acronym where every letter really is integral to what the game is. However, the sad reality is, the market today is not interested in the time and patience required to fully realize the MM part of that. Personally, I'd say I'm no longer a fan of MMORPG's but I'd love to see a diablo that isn't just 4 maps. I'd love to see one in a fully open world the size of an Elder Scrolls or modern Fallout.
Daily quests are the worst thing ever brought to gaming. And they just nerfed the shit out of exp gain from 1-100 in the last patch. It's way, way slower now and let me tell you. The game is not better off for it.
They claim it's to get people out of the dungeon queue and into the open world and that it's better for new players to experience the game while leveling. But it's just to sell more level 110 character boosts.