WoW: dumbing down

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ranalin's picture
Location: Knoxville, TN

The latest notes from the 2.4 PTR is a bit worrisome. It seems that Blizzard is trying every way they know how for WoW to become so simplified that everyone can play. From a business stand point this is a good thing. For those that want an adventure that pushes your gameplay skills may find this annoying that the world they play in is getting homgenized.

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Zablocki19's picture
Location: Calgary, Alberta, Canada

I think they're simplifying things for DPS more than anything. Increasing cast timers so interrupts can occur more often, allowing AoE attacks to not break CC. More than anything, I think it's an attempt to get rid of the "oops" moments, but we all know that there will be people purposely taking advantage of this. I can see Warriors that want to continuously cleave, doing this fully knowing there is a sap or poly near them, instead of waiting for the tank to move it away. But on the other hand, (the argument I made in the other patch notes thread) I think it's better for rogues then anyone else since it means that their sap is of more value. Knowing I can ask a rogue to sap a target and still do a shield pull is a great asset to having a rogue around, where in the past all they brought was dps, and interrupts. Now to me, they can CC too! It would be like giving Ret Pallies a 30sec Repentence (currently 6sec).

However yes, even I've noticed things getting easier to an extent, more than anything the removal of attunement quests. That's just a blatant attempt to get more people into end-game content earlier. Good if you aren't there yet, bad if you've already done them. It's kinda a slap in the face for alot of people that did these encounters the normal way, just to see it got easier had they waited a little bit.

Copingsaw wrote:

Honestly, I think if we could get Krindle to tank Al Qaeda, this world would be a much safer place.

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souldaddy's picture
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What makes you feel that way, rantyr?

When I look at the UI for your average level 70, I see about 40 buttons. Very complex.

We shall grapple with the ineffable, and see if we may not eff it after all.

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ranalin's picture
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souldaddy wrote:
What makes you feel that way, rantyr?

When I look at the UI for your average level 70, I see about 40 buttons. Very complex.

It's not the number of buttons, and honestly those 40 buttons you see are probably sorted and are used situationally. Probably using only 12 or so at a time.

What i mean though is the gameplay mechanics they keep changing. The latest being that AOE attacks not breaking CC spells. I've posted a few times before that i believe that Blizzard are lowering the standards of the game so they can get more people reaching the end game content. The more people they have that are playing the end game content the more buy-in they'll have into WotLK.

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Bear's picture
Location: Syracuse, NY

There are two fundamental things I see happening.

1. The game is being balanced around PvP and the arenas. Look at the PTR notes for each class and the majority of changes are PvP centric with little regard to the PvE effects.

2. The game is becoming idiot proof. You don't need to look for quests, quest items glow, faster leveling, more rep, mistakes are being minimized...it's almost like they're trying to market to a dumber audience.

I'm not sure how I feel about the latter because it's great for alts but the former is really starting to piss me off.

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Bear wrote:

I'm not sure how I feel about the latter because it's great for alts but the former is really starting to piss me off.

I also think the large alt population is another finger pointing at the problems with WoW's end game content.

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ranalin wrote:

I also think the large alt population is another finger pointing at the problems with WoW's end game content.

Well lets be serious, there is only so much content that can be added (even though blizzard is very rich). People put alot of time into this game, which means eventually they will see/do most of what the game has to offer. After that, it becomes a grind for gear.

I dont think wow has ever really been about skill though. Sure you get some really great players who are better than the average but the less skilled can still compete based on how much time your willing to put into it.

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ranalin wrote:
For those that want an adventure that pushes your gameplay skills may find this annoying that the world they play in is getting homgenized.

Those that want an adventure that pushes your gameplay skills would more likely still be playing Everquest Classic with its tip-top-end raiding insanity than WoW's much less challenging system.

"Flame on!"

Seriously though, from the beginning, WoW has been about streamlining out the inane crap from other mmo's as much as possible and making the gameplay far more user-friendly, especially for people new to the genre. Alaysha would HATE Everquest, with its obtuse UI and very player-unfriendly conventions (and downtime, in particular). WoW was great to introduce her, and she's continuing to improve with group content the more she plays.

I agree that I don't want the game to eliminate skill from the equation, as I think skill is more important than gear overall (not in all situations, but in most) and is what makes the game challenging and fun, but I'm not averse to working through issues in the game design that are arguably unnecessarily difficult to overcome due to either UI limitations, or feedback limitations, etc. I think that encounters that virtually require you to study Wowwiki or use mods to be able to overcome are poorly designed (especially if they require mods) in terms of the average user working with the game as-is out of the box. However, the devs design these encounters so intricately because otherwise the hardcore types like us that DO read up on them and work them out need a challenge. It's a hard line to walk, balancing the play of the truly casual mass market (i.e. the ones that make even me look hardcore) that make up the majority of the game population along with the play of the rest of us to keep everyone happy with enough of the game to keep them subscribed.

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At this point, they (Blizzard) don't need to care about the hard-core market. The hard-core players are no longer a significant part of their revenue stream. If they get 3 new subscribers that stick around because it's a less complex game for every hard-core player they estrange, they'll cry all the way to the Caymans.

From a business point of view, now that WoW is pseudo-mainstream, not only can they afford to alienate the hard-core by "dumbing down" the system, it would downright stupid not to do so if it meant that more people would play for longer.

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Staats's picture
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Bear wrote:

2. The game is becoming idiot proof. You don't need to look for quests, quest items glow, faster leveling, more rep, mistakes are being minimized...it's almost like they're trying to market to a dumber audience.

Aside from "mistakes being minimized", everything else listed simply reduces the time investment needed. There's nothing "dumber" about it, unless you think only idiots stop playing rather than grind for days. As a very casual player - having played a "mere" week of gametime - I think these should have been there day one.

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Chumpy_McChump wrote:
At this point, they (Blizzard) don't need to care about the hard-core market. The hard-core players are no longer a significant part of their revenue stream. If they get 3 new subscribers that stick around because it's a less complex game for every hard-core player they estrange, they'll cry all the way to the Caymans.

From a business point of view, now that WoW is pseudo-mainstream, not only can they afford to alienate the hard-core by "dumbing down" the system, it would downright stupid not to do so if it meant that more people would play for longer.

O from a business stand point it's very impressive to see how they've handled this IP from as far back as WCII. At the rate they're going WoW will be the next Kool-Aid or BandAid. Which for their next MMO venture to have serious traction it needs to be.

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Just for the record, when I un-subscribed I think WoW got smarter by my absence. I did my part!

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Copingsaw's picture
Location: Houston, TX

Good topic and glad to see the conversation is civil and engaging.

Blizzard is trying to walk a fine line just like our guild must walk. We have those who can play on a daily basis and are capable of doing attunement quests, PVPing for rewards and generally gearing up the way it used to be. While I share a certain feeling that the game is being dumbed down for the masses, I got over my bitterness about it real quick. The fact is that these changes will help our guild significantly. We have a large number of members who would never have time to gear up the way it used to be; however, with these regular changes, we all have a better chance of seeing end-game content. Don't forget, most of our best players have never seen past Gruul. I for one am glad for these changes.

If you are a hard-core player, there is still plenty there to appeal to you. PVP and 25-mans all still require a significant amount of time and skill to excell at. I haven't heard a single person say 'I'm gonna quit this game, its too easy'. They bitch and moan but they do so because they are hooked.

Blizzard knows what they are doing and the cycle will all start over again with WoTLK.

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Malor's picture
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As I've said in the other thread, I'm VERY happy about removing grind. But I'm very unhappy about removing skill.

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ranalin's picture
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Farscry wrote:

Those that want an adventure that pushes your gameplay skills would more likely still be playing Everquest Classic with its tip-top-end raiding insanity than WoW's much less challenging system.

Ugh i would hope not!

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zeroKFE's picture
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So I've probably typed and then deleted about a dozen responses to this thread, and I'll probably wish I had deleted this one as well, but here it goes anyway.

Staats wrote:

Aside from "mistakes being minimized", everything else listed simply reduces the time investment needed. There's nothing "dumber" about it, unless you think only idiots stop playing rather than grind for days. As a very casual player - having played a "mere" week of gametime - I think these should have been there day one.

This is sort of the core of the sentiment I was trying to express. I typically don't play MMOs and I didn't play WoW for the first three years because excessively drawn out grinding for little reward is not fun to me. I don't mind a bit of it (I love my JRPGs, after all, and they are often very much about grinding) but the effort/reward balance in most MMOs has never seemed appealing to me. What I read about patch 2.3 made me interested, though, and indeed it turned out that from 1 to 60, the balance was perfect for me, and so thanks to that bit of "dumbing down" you now have one more semi-hardcore player on his way to 70. Of course, some of the sentiments expressed in this thread and in the 2.4 patch notes thread sort of make me feel like the people waiting for me at 70 might not really want a player like me to join them. Rather than feel insulted, though, I'm just going to chalk a lot of that up to people feeling slighted that new players don't have to experience the same kind of hardships that they once did.

As for the matter of making some (emphasis on some) multi-target and AOE attacks not break crowd control, I can definitely understand the outrage there. However, this does increase the number of party compositions that can handle many types of encounters, which will in turn reduce the difficulty of finding an appropriate party to take on those encounters. And that means that I'll have a greater chance of being able to play those encounters without growing frustrated with the game and deciding it's not worth my time to bother. So while I certainly feel the sadness of removing some of the nuance of those battles, I'm happy that I might be able to experience those battles, nuance present or not.

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Quote:
As for the matter of making some (emphasis on some) multi-target and AOE attacks not break crowd control, I can definitely understand the outrage there. However, this does increase the number of party compositions that can handle many types of encounters,

I don't think that's the case at all. The same compositions will work the same way, it just will take less skill on the part of druids, hunters, and pallies to fight in crowded conditions. It becomes button mashing without thought or awareness. It's a very poor design decision.

Both my main and one of my major alts benefit from this, and I'm still pretty disgusted with it.

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zeroKFE's picture
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Well, I certainly don't have the amount of experience with the game to make any kind of truly informed judgement on that, so I'm more than willing to be wrong there.

Again, though, it doesn't give me a huge pleasure to see skill removed from the game. I just won't cry too loudly if in the end it results in me being able to play more of the game than I would have without the change being made.

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zeroKFE wrote:
Rather than feel insulted

the title "dumbing down" is directed at the latest change from the 2.4 PTR. It's not directed at players themselves.

While you may feel that the changes brought on by 2.3 were to bring in new players, and i'm sure that was a small part of it, i'm convinced it was done more for the people that have already played the game and their alts. If they had end game content that was able to keep peoples attention they wouldn't have had such an increase in the alt population. They want to keep as much of the subscription base as possible especially now with new games on the horizon tempting people away.

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Zablocki19's picture
Location: Calgary, Alberta, Canada

Let's give two scenerios here.

Scenerio A
First, you're a raider who jumps through all the hoops Blizzard puts in your way so you get beat the daylights out of Illidan, Archimonde and all the other major bosses the game has been about defeating. It took alot of time and effort, and you vaguely remember your time in Karazhan when you first started getting good purples that got you strong enough to the point where you could say you "Beat the game".

Now, you find out that Blizzard has decided to remove several of those hoops, and people spend 1/2 the time you did to do the same thing. Yay for them, but they didn't have to kill Magtheridon or Gruul, and instead just ran a few extra heroics to bypass that step, and didn't need attunement at all. You're still glad you did it first, but it does seem to cheapen what you completed.

Scenerio B
You've heard about WoW and finally broke down to come on board. You hear certain things have been tough in the past, and you seem to breeze through it like no tomorrow. "It ain't so bad, these guys aren't so tough".

You do a couple of runs through Kara, somewhat oblivious to half the skills your character has, but don't actually ever use them because they are no longer needed. You get into BT/MH because you found websites that tell you your gear is good enough to be at that level. And you get completely massacred on the trash - don't even make it to the first boss. "WTH?"

This second person has no idea about using things like Amplify/Dampen Magic, resistance gear collection/offsets, what curses or buffs different classes use on different bosses, and people now think less of them because they need to "L2P". It's not the player's fault, he's been able to get there without using any of those tricks. Unfortunately, the high steps are going to do you in, since you skipped alot of the checks along the way to get there, and the game tells you it's not a problem.

Truth is, it is a problem. There are fights where there oddest classes need good resistance gear, and where classes need to use those tricks they never thought they would ever use. I remember the first time Krindle used Turn Undead - it was in Kara, and used to be a somewhat good way to CC on that fight. Like using Amplify Magic on tanks in non-magic based fights, since it allows your healers to keep the tanks up longer. It's little things like that that make the tough encounters interesting, finding new ways to beat the odds for the first time. Without knowing about them, you really don't know what your character is capable of, and new "easier mode WoW" is the one that causes it.

I can see alot of the new changes leading down that road, and it makes it that much more difficult later on, because people won't know what they can actually do, since they've never had to do it on the "test" encounters they skipped.

TLDR
Basically, less checks on characters like these make it more plausible you don't learn all your character has to offer, and you get destroyed when you finally have to re-learn your character in the process.

Copingsaw wrote:

Honestly, I think if we could get Krindle to tank Al Qaeda, this world would be a much safer place.

Super K - The "Anti-Wipe"

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zeroKFE's picture
Location: In your fruit bowl terrorizing the oranges

But you are actually playing the game, which you wouldn't be otherwise.

(At least, that's the case for me.)

Edit: Not to say that learning the game isn't valuable, just that the way the game asked you to learn it previously was a major turn off to a lot of people.

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MoonDragon's picture
Location: Burlington, Canada

zero, I hear what you're saying (about balance being perfect now in 1-60 range), but I feel you're overlooking an important facet. pre-BC there were a lot of people in the old world zones. You could always get a group or help from people around you. So, as much as tasks were more difficult you could always get a group for some quest, or an instance. These days the old worlds are utterly deserted. When was the last time you heard of someone running Uldaman or Scholomance? If they do, it's usually to knock off a bunch of quests, and even then usually with a help of some level 70 guildies. In other words, even though they made gaining XP easier, I do not believe it's faster than it was 2 years ago.

(@)

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ranalin's picture
Location: Knoxville, TN

MoonDragon wrote:
In other words, even though they made gaining XP easier, I do not believe it's faster than it was 2 years ago.

Which furthers proves my point that the change was made more for alts than new people. While it may be harder seeing or getting into the old world dungeons they're not needed. You're able to get to 60 crazy fast compared to what you could before. You can definitely do it without stepping into a single instance. Blizzard really doesn't care what you do in the old world except to level up to get into the BC content.

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zeroKFE's picture
Location: In your fruit bowl terrorizing the oranges

Well, my experience was almost certainly atypical, but I did quite a few at level instance runs up to about 50, which was when I really started to pull ahead of the folks I was playing with (see the "Green Team" thread).

Chatting anecdotally with the guys I was playing with at the time, though, from their experience 1-60 was much faster, even without as many grouping opportunities as the last time they had leveled a character in the pre-2.3 days.

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Zablocki19 wrote:

I can see alot of the new changes leading down that road, and it makes it that much more difficult later on, because people won't know what they can actually do, since they've never had to do it on the "test" encounters they skipped.

TLDR
Basically, less checks on characters like these make it more plausible you don't learn all your character has to offer, and you get destroyed when you finally have to re-learn your character in the process.

Don't forget that the more hoops you skip, the more foolish you end up looking when you get to the high-end content (not Kara, but SSC/TK and beyond) and your raid leader or class leader asks "Why in the world did you just do that? Did you forget your (insert spell/trick here) button?" And you respond "My what?"

Turning 70 use to be a learning curve. You now have to learn how to manage things with 10-25 other people. Now that curve is being removed. What I can see happening is the more raid progression focused guilds becoming even harder to get into, setting stricter requirements for numbers rather than gear, and creating their own hoops for players who want to see end game T5 & T6 content to jump through. The social focused guilds will be the ones with the massive influx of players who hit 2 maybe 3 keys and play with a button-mashing mentality, making it harder for those guilds to see pass T4 content no matter what attunement or lack there of it (you can only wipe for so many weeks before your players bail). More people are going to start realizing that Purple doesn't mean good, and gear is only a small fraction of the picture. While it may make business sence for Blizzard to cater to the ultra-casual player who just wants some mindless entertainment, it will cause some changes in the social structure of the game. Raid focused guilds are going to become more elitiest in order to continue to progress. Sure the attunement requirements may have been removed by blizzard, but can anyone honestly see a guild like Transcended or Death and Taxes taking some fresh 70 whose armory says they mean the bare mininums for BT, just cause the attunement has been removed and they can walk in the place?

*Bandolique (70 Combat Rogue)
*Amara (70 Fire Mage)
*Zeus the Good Luck Dog making the Lords of Kara/SSC/TK cry whenever he is around

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The Bands wrote:
but can anyone honestly see a guild like Transcended or Death and Taxes taking some fresh 70 whose armory says they mean the bare mininums for BT, just cause the attunement has been removed and they can walk in the place?

Sure! 4k a trip! They were doing that for BWL before BC.

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morieta's picture
Location: New Mexico

They did that to get gold for consumables and repairs. There is no need for that anymore since Blizzard made it MUCH MUCH MUCH easier to get gold.

I have a cute squeak

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morieta wrote:
They did that to get gold for consumables and repairs. There is no need for that anymore since Blizzard made it MUCH MUCH MUCH easier to get gold.

Yea, but gold is gold... on a side note anyone know the guys now in Transcended? All the ones i knew when they started up dont seem to be there anymore.

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DeepSea's picture
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2.3 didn't introduce the general trend of opening up the game for the masses (or at least making it more approachable). TBC did. From the outset, the loot you were getting as a simple quest rewards was replacing items that we were running 40 person raids for prior to the expansion.

I'm fairly certain all of the loot I got from MC, BWL, AQ, and ZG was gone in the first 3 levels. And not just sidegraded either, blown out of the water. If anyone thinks Kara or Gruul's lair effort/loot feels cheapened now, think about how alot of us who raided for 5 hours a night, 3 nights a week, using DKP to get a peice of gear only to have it replaced by a 15 minute quest felt.

Hence the reason nobody even enters the old raids on a regular basis anymore. Hence the reason they want to retune Naxx for WotLK. Frankly they should take the old raids and make 5 person heroics out of them somehow so people would have a reason to go there instead of just "seeing the sights".

Even the raid format introduced in TBC opened up the game more.

A 10 person raid that drops epic level items on every boss? That was unheard off. Heck when I was still in GWJ the 10 person raid we ran was UBRS (and it wasn't always easy to get that going).

A 25 person raid titled "end-game" content. Please. I find it confusing how hard it is to get 25 people together these days, 40 people was the norm prior to TBC.

I'm not flaming here, and I'm not complaining. I like the changes they've made because it means there is more opportunity for everyone to experience the full content of the game. And I certainly wouldn't classify myself as absolutely casual.

When I hear people saying that 2.4 is going to be the start of some kind of downward spiral I have to chuckle a little. There are certain aspects of the changes I disagree with, primarily the focus on PvP, but overall I'm still in the camp that everyone has a right to experience a game that they pay for.

If anyone here is bothered by the removal of the Kara attunement now, how did you feel when they removed the MH/BT attunements? How do you think the people that are at the cutting edge of content feel about it?

Before TBC came the elitist attitude was everywhere in the game. It all depended on what tier you were at. And it was significantly more stratified then it is now.

It was largely irrelevant then and it's largely irrelevant now.

If it took you more effort to accomplish something than it did the next guy so what? Be proud of your accomplishment but don't begrudge the next guy because he came along a little later or is now joining you because changes have allowed him opportunities. If the person is fun to group with who cares. Carry your accomplishments with a badge of honor, but don't look down the end of your nose at the other folks. Remember, there's always someone else that's probably further along then you are.

The game will always change, as everything does.

"Fault always lies in the same place...with those foolish enough to lay blame"*
-Cort

*Unless you're Amazon or Funcom, in which case, SCREW YOU.

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zeroKFE's picture
Location: In your fruit bowl terrorizing the oranges

Thanks, DeepSea, I appreciate your perspective.

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morieta's picture
Location: New Mexico

It seems to be less oldtimers like me belittling the newer players, than it is the newer players saying to the effect "So what it used to be harder, this is how it is now so what you did doesn't matter."

Kinda reminds me of parents vs. teenagers

I have a cute squeak