Sabbat
Trakanon Raider
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Some really good stuff in this post.My point about combat mechanics is that they've added a few dimensions to make rotations more challenging, and even require more thought than just your normal damage rotation to defeat an encounter. Purely a positive for the modern game, I agree it's better than hogger.
But if I was making a new game, I would slow down the pace, increase the grind in a challenging way, and generally bring back the sense that leveling is difficult rather than an entitlement. Nobody plays to level anymore, they level to play; I think that's a problem with the genre.
Hybrids, are exceedingly good at the leveling game because of their massive array of tools to deal with situations. You mentioned you popped Ascendance to kill some triples, if you had not have done that, would things gone for the worse? Nobody likes corpse runs, and giving skilled players the option of beating an encounter by using the right tool at the right time to prevent deaths?
I killed Hogger solo on a paladin at level 11. Sure, I had to pop every single one (lol 3) of my cooldowns and a potion to do it, but it was possible. I remember soloing General Angerforge in BRD on my 60 warrior for the trinket. Big fucking deal, it's been done countless times before, and greater skilled players than I have done far better. As to no equivalent in MoP, I'd get cheeky and say the hidden daily for the Klaxxi that requires two people to summon the boss. It's impossible to solo that, only due to the fact you can't be in two places at once. =D
Mobs respawning before you can clear 3 in a cave system sounds more like a problem, or a feature of the emu you were playing, in vanilla that shit didn't happen. You could walk from one end of the Dead Mines to the other without seeing a respawn during primetime a few months after release. The most barren of cave systems never had that problem either. Back then, there was no scaling of respawn times (not until TBC).
Questing speed, it's one of those things you need to look at from everyones perspective. At release, questing speed was perfect, we didn't know the end game, and we were enjoying the experience. The second and third times we leveled that same content we knew what to do, where to go, some of us even bought (lol, pirated) leveling guides to make it faster. It became a chore, because we knew what the end game was and why we wanted to get there. I played a rogue on a barren server that I knew no-one on until the mid thirties and the game felt like a frontier survival game. Trying to scrap cash together for bags, Fiery enchants, traveling half the known world to get all the pre-quests done so I could get the uber swords from Razorfen Downs and Scarlet Monastery. Good times, and I think of them fondly, but I don't wish for them to revert all the changes to go back to the system. There's other games out there that will cater to this, at least until you repeat the cycle of knowing the score and it becomes old hat again.
The game has and always will be "the game begins at 60". Although, every one of us would wish the "the game begins at level 1 and ramps up to fucking awesome at 60" instead. So the observation that people level to play is 100% accurate, it's also how the game was designed from day 1,vanilla. The lower levels have been dropped in XP requirement, quests give more xp, the gear is better (anyone remember cloth belts with agi and str on them?) and it all aids in leveling speed. For those of us with heirlooms and RAF accounts, shit is fast and furious, so if we want to play a shadow priest this season, we don't need to spend a shitload of time getting there, we've already seen it.