It's important to know that the 90-day limit is the most stringent minimum requirement that Blizzard is looking into lifting these limitations from wilkinson's blog


It's no hidden fact the fact that World of Warcraft has had an uneasy couple of years. WoW WOTLK Classic initially offered a lot of promise: Torghast seemed intriguing and fun, the new zones were WOW WoTLK Classic Gold  colorful and fresh, and Azeroth's afterlife offered many opportunities to meet old heroes as well as antagonists.

The luster the shine of WoW WOTLK Classic faded quickly, perhaps more than any other expansion. Many eyes are on Blizzard as it gets ready to officially announce WoW's next expansion in April on 19th April. More than ever before, Blizzard has to take lessons from the mistakes of the past and fix some of the more difficult issues that repeatedly plagued WoW WOTLK Classic.

In addition to the obvious course of Sylvanas Windrunner's story arc, there was also the repercussions of the pandemic. Also, the Activision Blizzard lawsuit couldn't have taken place at a worse time also. But there are other important elements that have caused the most recent expansion, and those are extremely much in the hands of the current developers.

Power-hungry

The Covenant system (opens in new tab) was the main issue since the time it was introduced during the launch of WoW WOTLK Classic in 2020. It offered the player the choice to join one of four factions once you reached level 60 and gave you special abilities that were based on your class. Conduits were another way to tailor your class to your specifics within your chosen Covenant. It sounds great, but the problem was that it was almost impossible to alter your mind without falling in the wrong direction.

Covenants were enhanced by legendary gear, again, giving each player multiple choices with the effects of passive. But the currency required for their creation was initially blocked by Torghast. This was relatively easy to unlock for some classes , but an extremely miserable experience for others.

Thereafter, Sanctum of Domination raid introduced Shards of Domination in the 9.1 patch, which was an unusual alternative to setting items. It was true that the socketed Domination equipment was a headache for players because it could clash (opens in new tab) with the armor slot you used to have your legendary gear. Then , the Shard drops required to play your class were far too RNG-based, leading to many players feeling less effective than their luckier counterparts.

The systems all sounded intriguing from a theoretical standpoint, and I can understand the desire to provide players with a useful choice of how they play their characters. However, as is always the case--and not just in WoW--players will always pick the top equipment and talents by copying the best players, no matter the fact that they're playing LFR raiding at mystic difficulty, or playing the occasional Mythicand dungeon.

Although it was with the best intention ofbuy WOW WoTLK Classic Gold  giving us a choice over the way we wish to play, it stopped being a choice--for most players, at least as soon as someone realized the meta. This makes it hard to switch between systems in order to make them optimal for different types of content, or when you make a change to the balance of your game, or if it doesn't respect the player's time.

Thankfully, the majority of problems with the power systems were updated in the last patch, but the changes was too late. They're still in use in the game but you can now switch freely between Covenants and Conduits with no cost, and even refund the currency that was created by legendaries unintentionally as well. Domination Shards are no longer relevant in 9.2.

Even so, most of the annoyances in WoW WOTLK Classic could've been avoided before the launch of the expansion. This was the time as players began to question the restrictions on selecting Covenants during the Beta and PTR.

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