The only offensive cooldown in the game that has it's effect reduced directly in pvp. -50% dmg from crits, denounce, pet sac, barkskin glyph. Would be so much cooler if arms had a different kind of recklessness effect. Like increasing mastery for 12 sec instead of crit.
For arms the only real thing that matters you will crit is mortal strike and sudden death. And mostly when cs is up. So realisticly you can only enjoy a big burst for 1 to 3 globals unless you do CS>SD>MS>Bladestorm. Otherwise the crit is wasted on whirlwind.
Atleast critting has some meaning for fury. As it gives bloodthirst more then 100% crit during it.
Arms is hilariously poorly designed. Vanilla level of class design.
There is no point in changing anything now as it is almost guaranteed to be completely overhauled next expansion.
I haven't been keeping up with the forums recently, but it has been quite clear to me that there is a growing sentiment that WoW is less fun than it used to be. As someone who has played WoW for over eight years, this is something I have also felt as of late. I want to be very clear that I really like World of Warcraft. I have had someone of my fondest experiences and met some of my closest friends on this game. That being said, I am very concerned for the future of WoW. I certainly do not want to see the game I've loved for eight years die in a single expansion. The aim of this post is to try and illuminate what I think are the core problems of World of Warcraft's current design paradigm. By no means are any of these problems original ideas. I'm sure there are plenty of posts that have shared my exact feelings. My hope is that others may share some of these feelings and create conversations with both the developers and the community itself.
I. The lack of 'world' in World of Warcraft
Garrisons were originally an interesting novel addition to the WoW experience. They served the purpose of delivering an individual single player experience. While the intention of adding Garrisons might have been to allow for a more personal solo gameplay, I think the psychological effects of Garrisons have been quite damaging on the community. For one, they removed the need for many laborious activities to be done across Azeroth. Everything from gold farming to transmorgification can be done within the Garrison. While this may seem very convenient, it is also incredibly isolating. It is possible to be entirely self sustainable while never needing to leave your Garrison. A friend of mine has even leveled a character 90-100 by simply completing Garrison missions every day.
Smaller server sub-communities are often created in zones with lots of interaction. Durotar and Elwynn Forest are places where people would meet up with each other. They could duel, chit-chat, banter, gossip, etc. While these zones still exist, it is much more common to see many people on your friends list just sitting in their Garrison. It is the equivalent of locking yourself in your room while there is a wonderful party going on in your house. Stormshield and Warspear don't really feel like main cities. Instead there are just a waypoint between you and your Garrison.
II. Trivialized Rewards
I think this problem has its roots with the introduction of Justice Point gear during the Zul'Aman patch in BC. Rewards are given to players for completing the most trivial of tasks. Queue a BG? Get a reward. Complete a dungeon? Get a reward. Complete a garrison mission? Get a reward. Items and achievements are given for almost everything you do in WoW. These trivial tasks also trivialize the reward you receive. I recently graduated from university. Even though my diploma is a fancy piece of paper, it symbolizes four years of work. Imagine if all it took to receive a college diploma was to complete a ten question survey. Surely it would devalue the worth of the diploma itself. While it does make gearing characters a much faster process, spamming players with rewards is also something that I see as damaging. Giving players meaningful challenges is something that motivates them to play.
The trivializing of rewards is something that has also effected PvP. The prestige of PvP titles has been lost since the removal of Battlegroups. Rank one titles had more meaning when they were only given to a single team (barring the Season 8 fiasco and other ties throughout the arena seasons). Rank one titles seem to be passed out like hotcakes. Once again, this devalues the worth of the achievement and trivializes the effort involved in obtaining it.
III. Scripted PvP
I really appreciate the effort of Blizzard in barring bots from the game. That being said, I think these efforts were made too late and there is definitely more work to be done. Nonetheless, even if there is not a single bot in WoW, PvP seems to be rather scripted. What I mean by this is that every class and composition has its own script that determines the most optimal plays in a particular matchup. The better each player is at performing their script determines the outcome of the matchup. Mages are a class that I think characterize scripted gameplay. Every 30 seconds, Mages will use Blazing Speed, Blink, Deepfreeze, and Polymorph/Ring of Frost. It's a rinse and repeat algorithm.
The scripted feeling of PvP distorts the depth that each class is capable of achieving. Each class and composition is streamlined into playing a certain way. If you do not play by the script, you will fail. If you play by the script, you will succeed.
IV. Cooldowns being too strong or too weak
One of the biggest changes to class design since Vanilla was the increasing number of cooldowns with every expansion. While I do think cooldowns are interesting, there is an incredible imbalance of the strength of different cooldowns and their interactions with other abilities. Simply put, some cooldowns are disproportionately strong compared to others. One example of crazy powerful cooldown/ability interaction that is Bestial Wrath, Focus Fire, A Murder of Crows, and Barrage. These four abilities (all of which are cooldowns) dramatically increase the damage done by the BM hunter. The only class that can completely counter this combination of abilities is Rogue (they can Vanish to remove crows and Stun/Gouge/Blind to interrupt Barrage). Some offensive and defensive cooldowns are incredibly powerful, so much so that matchups revolve around the usage of these cooldowns and how well the other team answers with their own cooldowns. It's another form of the script. The most optimal reply to cooldown usage is often more cooldown usage. This cooldown matching doesn't really seem to add much to the depth of matchups. To me, games are infinitely more exciting when they are not determined by a single ability, but instead the consistent good use of an entire skill set.
V. Passive abilities
Controlling your character involves conscious use of movement keys and abilities. Casting a Chaos Bolt, running around with Sprint, and shifting into Bear Form all involve a physical interaction with you and your peripherals. Moving around and casting spells gives you a sense of robust autonomy and allows you to connect with your character. Another change in class design over the years has been the introduction of many passive abilities and perks. While these may benefit each individual class and spec, they really seem to distort this feeling of "I did that" when it comes to controlling your character. In PvP, one of the most complained about passive abilities is Saved by the Light. This ability, like other passives, does not require the user to perform anything (sure you can make the argument that it requires Beacon of Light on the target but that is beside the point). This trivializes the value of the ability itself. If a matchup is determined by a passive Seal of the Light proc, it is psychologically damaging to both the winning and losing team. The Paladin feels like they haven't really done anything-- their win cannot be attributed to the conscious and careful use of a spell. The team that loses is frustrated, knowing that the enemy team has won the matchup because the game had registered a target at x% HP and prevented the death of that target.
Much of the current design paradigm in WoW has had psychological damage on players, dampening their motivation to play the game. Overall the game feels less immersive, provides too many rewards, reinforces homogenized gameplay strategies, and revolves too much around powerful cooldowns and passive abilities. The game seems to be losing much of its spirit. Having a fun time in WoW involves joining a community, being creative with your spells, and having a sense of achievement.
Small fix Dreoras - WoW's not losing subs because old people are leaving. Life doesn't work that way, otherwise a lot of games would be dead already. WoW's losing subs because Blizzard genuinely doesn't give a fuck.
What you said is like "ow, human race is dying because that dude died" - nah, someone else will replace him. The same way a player who quit will be replaced by a new player, providing the game is actually good.
Before they added all sorts of content to the game. Now they release a new season and a new raid tier and that's it. Old Blizzard would be all like "oh our devs were bored and made a fun little minigame, we're going to release it to public too". New Blizz is all like "oh man, cba fixing this human head clipping issue, and they want me to add a feature? LMAO!"
unfortunately that would result in certain classes/specs being better at doing specific things then other classes/specs
and that would result in the forums being flooded with people complaining that their class cannot tank heal dps kite cc as well as every other class
which leads to the game we have now
I know its so terrible right? Class Diversity!? Classes having a Niche?? having to rely on teammates to achieve a common goal rather then yoloing in there and facerolling?? What the hell kinda game would that be...
joking aside i wish classes would go back to having actual strengths and feeling different. On the topic of warrior self heals, i think Enrage regen is fine, the only thing that needs to be changed is Shield barrier stacking its absorbs with itself rather then overwriting the first absorb. being able to dump 120 rage (with glyph) into a 45-50k absorb would actually feel like a good trade off for trading offensive for defense.