As an avid collector of pets, mounts and toys the islands were clearly designed for me. Yet I despise them, it's everything wrong with grinding and collecting items. Layers upon layers of rng in order to get loot. Boring and mind numbingly repeatable content. It's designed to inflate player time but it seems to have the opposite effect.Collectors are being driven from them because they are getting screwed over time and time again by the insane amount of rng present in them.
Man, this article and comment section sure are full of positivity.I honestly don't mind islands, but I also don't do them more than I feel I need to- Get the weekly done on my 120s and be done with it. They're a nice little distraction, other than when I get a team of 3 casters...
They are adding to the system; no where have they said changed...they feel that by the time 8.2 comes around the players due to the AK that will be back in place at s2; people can farm their neck prior to to 60+ and thus have all the traits unlocked in 8.2 right away... and then they plan on instituting a system similar to Legion weapons into the neck thus further increasing dps and survival without inflating Ilvl's too high; so that come next expansion you will be weaker upon entering than you were due to the loss of the neck system; just like in transition to legion to BFA....
I've only ever seen mount drops from islands when we were 3 guys afking mythic. Got 3 mounts myself from losing 0/12000. Now they fixed that, and mounts are non-existant again.Terrible content.
They should just tone down both teeming and fortified and roll them into one affix. They both have exactly the same effect of making the trash harder, and this way they can at least be balanced.Also, what is the deal with the required mob count on teeming? On non-teeming weeks you can meet mob count on all dungeons by just killing whatever is in your path to get around the dungeon (bar skips), but on teeming week you have to kill larger packs PLUS extra mobs off to the side. It's not like Legion where you can just roll everything up into one giant group and aoe it down, definitely needs a rework.
Place caps each patches so people don't feel compeled, obliged (with no real reason) to hard farm AP. That would be a better system, people who would complain would be the only the whinners, and the rest, who really would understand, would either take a break from the game, or focus on other stuff to do, because THERE ARE LOTS OF OTHER STUFF YOU CAN DO OTHER THAN AP FARM AP FARM AP FARM, RAID RAID RAID, DG DG DG , IE IE IE.. Hell, I wonder how people don't find THAT repetitive while leveling an alt (even thru same quests/dg over and over) repetitive. One thing you do once, per character, the other, you SHOULD do if the ends REALLY justify the means, like World/Realm firsts, or Cutting Edges, for a true example. Anything below that, should be taken lightlier, this game was meant mostly for fun, but guild's forcing players to spam some contents like Hell to not aim to the ends like the above... No wonder people get burnouts from the game faster while doing that than taking less stressive approach contents from the game.
The AP grind was probably unintentional and forced by the splitting of 8.1 into two release dates. 8.1's jan 22 release for season 2 is what should have already happened - then there wouldn't have been this period of the top raid players being forced to burn out on islands. It was a very bad release schedule that is the root cause of that problem.And M+ balancing was very poorly done in 8.0 and it hurt the game. I play M+ casually and the hard wall at +7 for PuG no-voice groups was real. 99% of the people in my guild and friends list stopped playing several months ago and did not come back for the first half of 8.1. Maybe they will Jan 22? But I doubt it - you just can't put up hard walls like that, have casuals stop having fun, and expect them to come back for another serving later on.I will be trying Jan 22 to see how it feels, but my expectation is that the tuning will cause it to simply be 8.0 all over again - in fact, for M+ players isn't it literally the same grind we just did? Same + levels, with rewards resetting so basically its a full repeat?
Would like to get Jdot’s opinion on the last boss of Siege. It just seems like such an awful design, from the los issues through to the awkward run between islands where it’s easy to get stuck and just the fact the general scaling of the encounter seems completely off.
A hard cap pushes everyone to try to reach the cap and gives nothing after you hit it, so isn't necessarily a better solution - a soft cap like the current system let's people who play more unlock a new trait a couple of weeks earlier, and people who play less get it a couple of weeks later - it's a mathematically beautiful soft cap - the problem comes when people place more value on unlocking a trait a few weeks earlier than they do on actually enjoying the process... For the top guilds, this is of course the right way to play and part of that top 100 race, for everyone else... it's "doing it wrong"... but I am glad they are changing things up, as people feeling obliged to grind in un-fun ways is not good for the game (even if they shouldn't feel obliged to do so)
Preach mentioned during his web show last saturday that many people in his guild are currently only playing WoW because BoD looks like a decent raid. That's it. People are looking for reasons to quit. They've always done that, but it seems worse now.I'm not sure about the abilities not 1-shotting thing, or Jdot's opinion on affixes. Even though I do not play the game anymore, looking at how affixes affect 20+ keys vs. the range most people run is kindof misleading. There will always be a factor that halts key progression. If DPS starts to halt it, then you do bigger pulls which makes incoming damage more dangerous.I don't think grievous is a bad design at all, and I think it gives room for hybrid classes to shine. Though I do agree that some boss DoTs just tick way too hard, I'm not sure that focusing on gameplay on the top end should be what they're doing.I will say however that I find the lack of development with M+ to be disheartening. There was so much they could do with affixes and progression systems and all we got moving from legion to BfA was a seasonal affix.
>> Boss fights in BFA were clearly tuned independent of affixes, and some bosses that are otherwise very balanced (and fun) from a healing perspective become a nightmare when Grievous is introducedWasn't there a time that affixes didn't apply in boss fights? I don't know why, but I really thought that was true at one point. Seems like that would be a viable solution for all affixes except those intended for bosses (Tyrannical).>> Island expeditionsI only ran these for the +1500 honorbound weekly rep gain. I refuse to do the AP grind and am baffled why they wouldn't add AP increase to M+ runs, because don't they *want* people to do M+? Feels like they secretly don't want people to... no idea why. Example, my main has done hundreds of M+ and has a neck level of 32, my alt, who has done almost none, has the same neck level... haha.If AP was designed as a time-gate, it has completely failed - it doesn't measure time at all.
There's really no need to farm AP. Important traits are on the two outer rings and the defensive / utility / +5 ilvl on the inner rings are fairly incidental.The top 1% will always push for very advantage but for people who enjoy this as a hobby not a world first race it's not a biggie. Do the content that you enjoy or rewards (a chance of) meaningful gear upgrades - war fronts / M+10, raids - but there's no good reason to be suckered into a grind and burnout because top guilds are doing it and so you think you have to as well.