The Cataclysm: A critical examination

Nethaera
You are mistaking the developers looking at the game with a critical eye with the claim that it was a "failure". We've seen a wide spectrum of opinions over Cataclysm and we're not afraid to look at what worked and didn't work (as we do with each expansion and game as a whole) and try to find better ways of doing things. I heard differing opinions overall during BlizzCon, but not once did I get the impression that any of those opinions boiled down to "Cataclysm sucks" as a whole. They had key elements that they disliked or thought could be improved on, but throwing the whole thing out the window as a "failure" is and should be considered a bit extreme don't you think?
As always, we want to keep learning and growing from each iteration of the game and that means that we're going to do that by continuing to look for your constructive feedback as well.
As always, we want to keep learning and growing from each iteration of the game and that means that we're going to do that by continuing to look for your constructive feedback as well.
Eternally failing upwards
Let me be frank: If your standard for discussion of WoW as a whole or any of its expansions considers the game a failure because there are aspects that some players don't like or the designers decide can be improved upon, then you are arguing that a game that has lasted since 2004 with millions of subscribers worldwide was a failure. If that is your argument, I have to say, I only wish I could fail that thoroughly. I would be failing my way into a mansion and a yacht.

My own private Cataclysm
I have my own biases about Cataclysm as an expansion, and those biases are (but are not limited to) the following:
- The revamp of the old world zones was extremely well done. Levels 1 to 60 are an astonishing experience. I even leveled a character to level 70 four days before Cata launched, and the decision to simply give everyone the revamped old world without having to buy Cata was brilliant and highlighted those zones.
- The word Cataclysm is hard for me to spell. Seriously, I type catacylsm or cataclsym quite often. I have no idea why.
- Quest design in Cataclysm's zones is, for the most part, better than it has ever been. My one caveat is that, for myself personally, I am not a fan of the extent to which pop culture references sometimes take over. Uldum in particular loses me with the Harrison Jones quests, although once Brann Bronzebeard takes over, I'm back.
- As a raider, I felt adrift in the start, and the time between the launch raids and Firelands felt too long. The three launch raids also didn't feel at all like a starting raid experience, as Naxx/Sarth/Maly did. I think Firelands is an excellent, extremely fun, extremely well-designed raid, but it's also the only game in town for this tier and I'm starting to get tired of it. In general, if you're a raider or if you're not, endgame content felt thin on the ground compared to The Burning Crusade or Wrath, which had more dungeons and heroics and comparable raid content, as well as a lot more zones to level through.

A tale of babies and bathwater
However, just because I can find flaws in something, it doesn't follow that thing has failed. It's not even the case that the developers haven't already found flaws in it.
Nethaera
Oh, we heard people who disagreed with things pretty vehemently too, but the very cool part about getting to talk face to face, is you remove the distance between your words and emotions, thus letting each other truly understand a bit better what the other is saying.
I get what you're saying and I also agree that most people who are walking through the doors at BlizzCon are usually those that are pretty darn happy with things, but that doesn't preclude those people from voicing their own viewpoints to us either. It's just done with a bit more humanity since there's no keyboard and screen between us. ;)
I get what you're saying and I also agree that most people who are walking through the doors at BlizzCon are usually those that are pretty darn happy with things, but that doesn't preclude those people from voicing their own viewpoints to us either. It's just done with a bit more humanity since there's no keyboard and screen between us. ;)
The problem with declaring something a failure in this context is that it ends the discussion, and I don't want the discussion ended. I'm still playing the game -- of course I want to keep talking about it and how it could be better, especially with the people who are in the best position to make it better.
If I could sit down tomorrow with the game's development team, the first thing I'd want them to know is how much I enjoyed Hyjal, Deepholm and both the Horde and Alliance versions of Twilight Highlands. I'd want to explain what I loved about Uldum and exactly why I didn't love all of it. I'd want to discuss Vashj'ir and why I get vertigo in that zone, and how it cost me some really awesome quest experiences on my first two play-throughs. I'd want to talk about how the Molten Front saved two of my alts and the specific fights I did and didn't like in the raids. In short, I'd want to talk to them -- not, you know, insult, belittle, or declare their work a failure. Because not only isn't it a failure, but that kind of blanket declaration ends the discussion. The designers aren't perfect. I'm not suggesting that they are.

Nethaera
We're not spinning anything. This is one accusation, that I'm sure were you in our shoes, you'd understand is quite overused. We have no need to spin anything. We do not rest on our laurels. At no point have we ever declared the game, "done" and gone off into the sunset to celebrate its perfection. We are always looking for ways to make it better. Always. The amount of meetings, discussions, emails, instant messages and more on our end absolutely indicate that fact. Were it perfect, we would all just spend our days playing the game versus working on it. Alas though, I haven't even gotten to see Hallow's End yet this season. :(
Let's come to an agreement together, Ok? We'll keep working to make things better, you keep providing constructive feedback on what we could do to make it better. We'll then try to figure out how we can meet in the middle on some of those things as often as possible. Deal?
Let's come to an agreement together, Ok? We'll keep working to make things better, you keep providing constructive feedback on what we could do to make it better. We'll then try to figure out how we can meet in the middle on some of those things as often as possible. Deal?
This particular post is what got me interested to write about Cataclysm as an expansion at all, because I usually like to wait until the last content patch is out and we can reasonably be said to have experienced all of its content before I do so. I haven't gotten to kill Deathwing yet or even see much of the Dragon Soul raid. I have run the three new dungeons, fought one boss in DS raid testing, messed around with transmog on a variety of characters, and in general had a blast on the PTR. There's some awesome content coming in this last patch, and I don't think it fair to discuss Cataclysm's overall success or failure until that content is out. Quite frankly, the best really is yet to come.
My main criticisms of Cataclysm at this particular point in time is as follows: It didn't have enough endgame world questing content. I would have loved at least one more zone to run through once I hit 85. Relying on Tol Barad to make up for that required your faction to be successful to maximize the quests and still ran into the daily quest limit, especially once the Molten Front launched. The Molten Front itself was solid content, but it's very hard to run through it all again and grind up the marks to unlock content on your third or fourth alt. The starting raids didn't feel like they introduced you to raiding at all, and getting a raid of people who weren't used to raiding through them nearly killed me, necessitating that I switch guilds mid-expansion. ZG and ZA were solid content, but I really got tired of running the same two dungeons over and over and over again.

If you asked me about Wrath or BC, I could have come up with similar lists. I really hated Trial of the Champion/Crusader as a content patch. Hated it like fire. Does that make Wrath a failed expansion? Did the complete and utter lack of interest I felt in ever running Ogri'la on any of my alts or doing the Tempest Keep 5-mans after running them hundreds of times for a Sun-Eater just so I could tank Kara make BC a failure? No, of course not.
The game isn't perfect. It has never been perfect. It will never be perfect. Perfection is the end. Perfection means there's nowhere to go. Going places and doing things is the entire point. I want the game to never be perfect. That doesn't mean that Blizzard shouldn't strive for constant improvement, and I have to believe that's exactly what it does strive for, based on what I saw the past weekend. I already believe, based on the new talent preview, that the lessons of Cataclsym were always being learned.
In a sense, the entire fight against Deathwing is an objective correlative for this struggle to always improve the game. Deathwing's perfected Azeroth would be dead. I've argued before that change has been good for the game for the vast majority of its existence, and Cataclysm has been some of the biggest changes the game has ever experienced. Neth's point about the give and take between the designers and the players is apt and needs to be restated again and again. The game will forever be changing and being changed, and we'll forever see things we would have Blizzard change. Our task in every expansion is to tell Blizzard what we want in a way that allows it to make use of that information.
Constructive criticism is criticism that informs -- what didn't you like, why didn't you like it, what did you like and why did you like it, what Blizzard did right as well as what it did wrong, and why those things worked or didn't work for you. Blanket dismissal, personal attacks and cynical interpretations of every statement won't contribute to helping the game get better.
World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.
Filed under: Analysis / Opinion, News items, The Burning Crusade, BlizzCon, Wrath of the Lich King, Cataclysm
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Reader Comments (Page 8 of 8)
Sqtsquish Oct 29th 2011 2:04AM
Was it a failure for the intents for which it was designed? Did it change the way people look at their roles as players? I believe it did, for the better as a whole. Tanking in wrath was far too easy, healing was detrimental to game design, and dps was valued not for ability to cooperate but for their ability to hit buttons in a certain order.
The amount of content has been relatively shallow, with even more shallow rewards- but that was an archetype that was tagged onto challenge in the past which I believe that Blizz has started to see needs to be booted.
Amaxe Oct 29th 2011 10:05AM
"Was it a failure for the intents for which it was designed?"
If it was designed for players to have fun, it fell short IMO. But as I said above, this is a question each individual needs to answer.
Sqtsquish Oct 29th 2011 1:36PM
Cataclysm HAD to happen so later on Blizz could design content that what you did had some bearing on whether or not you won the fight- going from Wrath where what you did had NO bearing at all on the outcome of the fight it would be painful and unfun for many to change the way they 'played'.
I agree that alot of the content was extremely shallow, I agree that alot of class mechanics were borked, and that there should have been alot more to do- but that does not detract from the stated goals of the blue posters and Dev posts about desperately needing to change how some things worked that were destroying certain mechanics in the game- the pure amount of overhealing in Wrath for example was breaking the game mechanic-wise for dps and tanks in addition to being spam-fests where anything goes.
Skarn Oct 30th 2011 9:27PM
I like Cataclysm and I disagree with you. I doubt that surprises you. :)
I still think it had flaws and definitely had ways that it could improve. It's also likely Blizzard's least popular expansion. In that sense, you could call it a failure. I don't like the attempt to simply blanket-label the expansion, but I can understand it. It's too simple a definition for something complex.
This player, at least, is still having fun playing the game every week, but I'm also absolutely willing to point out what was badly done.
ObiChad Oct 29th 2011 1:55AM
OK that was weird. It's as if you climbed inside my brain and typed out my thoughts in a much better fashion than I ever could. Well said.
One thing to add that I've been chewing on, the effect of having the LFD tool available from the get-go, specifically on guilds. I would much rather run a dungeon with people I know, but with the LFD tool right there, and the bonus for doing it with strangers, the allure is often too much. I can't tell you how many times I log in to find a few of my guildies all in separate dungeon runs. It used to be that was one of the benefits of being in a guild. The tool is certainly more convenient, and I've likely run more dungeons as a result (gotta get that valor), but I'm pretty sure I've had less fun overall.
SerenityNow Oct 29th 2011 2:39AM
The reason the boo boys don't elaborate on their "Cata sucks!!1!" assertions is because they have nothing else to add. And they know it. If pushed to provide more details almost all just silently flap their mouths. Now, the players who left the game for coherent, nuanced reasons, they are a totally different group, and I respect them.
Cataclysm certainly wasn't perfect. I agree with Matt Rossi that there needed to be more depth for the 80-85 questing. And the end-game content has seemed a bit thin on the ground. But heck, Blizzard reworked 60 levels worth of content and provided a whole host of improvements (the new glyph system, 2 new races, some really cool new dungeon mechanics, etc.). Blizzard deserve a lot of credit for this last expansion. It took vision and courage to mix things up like that.
And if the folks at Blizzard are prepared to learn from their mistakes, we really can't ask for more!
Sqtsquish Oct 29th 2011 10:11PM
"it was harder than what we had in Wrath, we were expected to occasionally interrupt some spells, I had to occasionally stop for healer mana, my crit was lower so I didn't get to feel like I was blowing stuff up as much, my buddy that used to play a healer doesn't anymore because he had to play more carefully and the playerbase was mean to him, because my buddy that doesn't play a healer anymore doesn't heal I don't get an excuse for faster dungeon queues, Harder content is the reason I didn't enjoy the things I have been doing for years in wow- not because I have been doing the same things in wow for years"
The list goes on and on, and yeah some of the issues brought up are painful and true- but many of the changes were needed for game design purposes, or just so Blizz could add in something new that players weren't used to.
Tigris Nov 14th 2011 9:38PM
Unlike many people, I was and am an end-game raider, having cleared 8/13 Heroics pre-Firelands, and 4/7 Heroic Firelands pre-nerf.
One interesting thing is that it's clear that Cataclysm failed in SOME regards. I'm normally out of the loop, but I don't remember this kind of discussion about whether Wrath was a failure or not. The very fact that such discussions regarding Cataclysm are happening and so widespread should tell us that Cataclysm is different.
I only want to mention two things:
Heroics: They were too hard. Heroics should NOT be challenging content. They should be FUN content. Only elitists want to be challenged at every step. People have already gone over this at length, so there's no need to expand on that.
But the other thing:
WoW's engine age.
Cutscenes in Uldum really exposed the limits of WoW'S engine. The cutscenes exposed front and center just how limited WoW is in terms of VISUAL quality, both in terms of animation and modeling. The cutscenes were awkward and ugly. It'd be better for Blizzard to simply work comfortably within their constraints, like they did Wrath, rather than try and push them and simply reveal just how LITTLE can be achieved using WoW's aging engine.
Sqtsquish Oct 29th 2011 1:44PM
IMO heroics were just slightly too hard for what they were intended for- pre-raid prep
Regular dungeons should be for heroic prep and for just goofing off- there should be ALOT of good regular dungeon content designed for the majority of the playerbase's consumption.
Heroics should have been tuned down a notch or 2 given that alot of classes were borked and that alot of people were not used to their new roles, new talents, and so forth.
moura_andreluiz Oct 29th 2011 3:25AM
Al you never needed to use CC in Wrath and i played since day one , you never had to mark and say kill the healer first , everyone likes that ? No , the fact is Wrath didn`t have that , dungeons should or not have CC is another history .
The only dungeon in Wrath that had those kind of stuff was Halls of Reflection , when u needed to kill priest first on trash , then ranged or you would wipe quickly unless your healer was god .
I just think blizzard needs to realize how broad their audience is , you wanna bet that people will qq that MoP dungeons are too easy ?
lets see .
Burning crusade - hard
Wotlk - easy
Cata - hard
MoP - easy
next xpac- proly hard.
don`t they see a pattern ?
They need to cater to the people that like easy dungeons and to people that like then hard , put a extra difficult level or something , but they went to the oposite direction , MoP wont`t have normal dungeons , only heroics so instead of adding they removed a difficult level , not smart imo .
Marius W. Oct 29th 2011 4:09AM
I cant speak for anyone but myself. Cata is the only xpac that made me want to unsubscribe out of all the xpacs. I dont know if it was due to the different play style of cata or just burn out from WoW. I just didn't have that excitement Ive had for WoW as Ive had for all the other xpacs or vanilla.
It just felt different and one night after another wipe fest that is the japanese game show that is firelands, I could now wait to log out and I never logged in again since. The dailies were abysmal. Im hoping MoP can lure me back in.
Cata did not make me happy and Im pretty go go Blizzard for the most part. Cata just left me... I don't know.. just unfulfiilled and felt they really didnt give it their all for Cata. There are great parts to it but it just didnt feel like WoW anymore.
Rich Oct 29th 2011 10:28AM
For me, it's the trolls dungeons. Not a hardcore raider at all (part of a casual guild that may or may not get a new boss down once every couple of weeks, so haven't even set foot in firelands).
In any case, on a day to day basis, my usual activity would be a lot of heroics.
But ZA/ZG has kind of killed that for me. There are some challenging mechanics, sure, but nothing too super difficult. HOWEVER, they are really long. Now that I know all the fights, it's just a matter of taking the time to go through them all.
And if one has a newer healer or tank (or two new dps) in the group, there are fights that the group just won't get done. So you figure out at some point that that's the group you're in, and now you are left with the choice of staying with the group, in the ZG/ZA that will take even longer than it usually does, only to absolutely not be able to complete the final and thus not get any VP (the only reason you're even in there), or else you can drop group, be THAT guy and not do your part to help the newbie learn the fight.
katrina.senti Oct 29th 2011 1:09PM
There have been too many times recently where I've run into people with really bad attitudes in heroics. I was doing a run with my boyfriend, a newly dinged paladin, just the other night. Everything was going well but just before the first boss, a vote comes up to kick my boyfriend for 'shit dps'. I said that wasn't fair as he was still gearing up. The tank said "I'm not here to help people gear up". I left.
There are plenty of things I don't like about Cata but this attitude that has been bred into pugs is something I truly hate.
Bart Janssen Oct 30th 2011 6:02AM
Some Cataclysm observations from and very average guild.
We lost players on day one as the classses reset. particularly paladins who had to completely relearn their class and just couldn't be bothered.
We lost players when we hit heroics, because there was no gradation, you could end up in an easy heroic or in a horrible unforgiving wipefest (stonecore) and people lost interest and stopped playing.
And then we started raiding and we lost half our guild. We had been raiding in wrath, we had almost got to the LK (yes we were very average). Again the problem was lack of gradation. All the raids smacked us down horribly.
So the real problem from Cataclysm for our guild was lack of gradation. And I know that is terribly hard to actually do as a designer but it is also terribly important for player retention. And I think Blizzard has got that message, hence the LFR designed as easier.
I loved the new quests and the new zones. I was OK with Archeology - except it is a bit too random. I liked the new zones and understood why there wasn't more content.
And I'm looking forward to Pandaren.
Lemons Oct 30th 2011 6:53AM
Another Cataclysm failure...the new battlegrounds. Twins Peaks was good, but ultimately it's a reskinned WSG.
Battle for Gilneas was a colossal failure. This is how 90% of the games go down: One side gets two nodes, and the map is constructed such that's it's pretty easy to defend them and thus the other side can't take a node. Once the other side realizes they can't take another node, they give up and start camping their single node. Then the side that has two nodes has no way of getting that last node because the entire enemy team is camping it. So in the end you have both teams sitting around while the clock runs out. Compelling battleground play it does not make.
I'm really encouraged about MoP, however. It seems we're truely going to get new BG modes, not just spins on old modes. That should liven up BG play cosiderably, and I really do hope they go back and do something about BfG...maybe even spread the nodes out a bit so that reinforcements can't be so quickly applied? Honestly, though, I have no idea if that battleground can be saved. AB with 3 nodes was never meant to happen.
Skarn Oct 30th 2011 9:16PM
"The game's been around a long time, and a lot of people took the massive increase in difficulty and decided to do something fun rather than take on a 2nd job."
Oh, you've just hit on one of my biggest pet peeve "WoW forum/blog complaints." I hate this one with a fiery burning passion of GRRRR. It's so...just....GAH. This time though, I have something to say about it beyond AARRRGGGHHH. After reading Rossi's article, I put some thought into where this ridiculously annoying phrase comes from. (I should probably stop trash-talking it, that's not so helpful. /cough) I have a not-short reply for you, buckle up! (Please stick with it to the end if you start.)
The part about this particular "2nd job" comment that just drives me up a wall is that it presumes that any leisure activity can not and should not have any sort of difficulty or skill curve. It assumes that a leisure activity must, by definition, be near-mindless or it can not be classified as "leisure." This is so very far from the truth, it is utterly ridiculous. I shall illustrate. Let's take some examples of other leisure activities. First, skateboarding!
Skateboarding is clearly a leisure activity to a large "playerbase," but is obviously also a profession (an ACTUAL job) to many people. When you start off skateboarding for the first time, there is a good chance that you will fall on your butt. Look forward to it. You will be terrible. If you want to actually be able to stay on the skateboard, roll down the street, not fall on your butt and have some fun, you will need to WORK at it. It will take some practice. I know, shocking, but most people are not automatically skateboard savants. You want to do all those really cool tricks that Tony Hawk and others do? More work! Hours upon hours upon hours of practice. For a leisure activity. Just for fun. People do this all the time. It is fun to them to learn how to skateboard, to do crazy tricks and to fall on their butt and/or face in the process. They know that there will be some face-smashing here if they want to actually be any good at skateboarding. A few of them do it to make a profession out of it and make some money at the X-Games or whatever. Most just do it for the fun of it out at the skate park with their friends. No one goes on a skateboard forum and posts "nerf skateboardz they r hard! Also my face hurts. :("
Another example: musical instruments. You don't sit down at a piano and play Rachmaninoff or Beethoven the first time. (Unless you are some piano prodigy, which happens!) Typically you start learning a few scales, playing some Chopsticks and move on to harder pieces. Guitar, flute, violin, it's all the same. You don't pick up the instrument and automatically become a master musician. It takes practice and work. Hours of it. Yet people do this just for fun! Just to come home after the end of a long work day and play some music to relax. Another example? How about puzzles like Sudoku? Lots of people do these puzzles as a leisure, relaxing activity. Yet they can be very hard and require quite a lot of work and brain power! Why do people do these things? Isn't that like a second job? It can't be fun, right?
Here's my rambling point: Many leisure activities require a chunk of work and effort. This is extremely COMMON. It does not automatically make them un-fun and in fact it is that very work and effort that typically makes them enjoyable! Why should WoW be any different? It is nonsensical to suggest that just because something involves work, effort and time that it can NOT be a fun, leisure activity. Yet, it is also true that any activity can be unenjoyable if the wrong amount of work/effort/time is required. Here's the kicker: That specific quantity changes on an individual basis. What is fun, exciting and exhilarating for me may well be enervating, boring and tiresome for you. I'm not a skateboarder, it doesn't interest me, but there are many people out there who adore it and love to put time into perfecting their various tricks and moves. It's FUN...for them.
Here is a key difference between most of those other leisure activities and raiding: difficulty gradient. Not the learning curve, but the difficulty gradient. Specifically, are there various levels of difficulty to this leisure activity that can accommodate multiple different "playstyles" and skill levels? Skateboarding has a pretty broad difficulty gradient. Some people will be perfectly happy to just balance on the skateboard and roll down their driveway. Others prefer to be able to master the twists and turns enough to skateboard down to the store and back. Still others prefer to work long, hard hours to dominate that piece of wood with wheels until they can do truly spectacular tricks. Musicians have a wide variety of skill levels too. Some are content to play Chopsticks, while others enjoy playing complex classical pieces, and yet more prefer to write and perform their own unique compositions. Sudoku has very easy puzzles and very hard puzzles.
WoW has historically lacked this difficulty gradient. In Vanilla and BC, there was one difficulty. You were THIS good and raided or you were NOT and were left out. Wrath changed things. It eventually offered 4 total levels of difficulty. 10 normal, 10 heroic, 25 normal and 25 heroic. (10 heroic and 25 normal were similarly difficulty in some ways, but also very different in others.) In hindsight, it's not surprising that this drew in more raiders than ever. It's also not surprising that with the reduced amount of "difficulty options" in Cataclysm, many raiders became upset and frustrated. That's where this incredibly annoying "2nd job" mantra spawned. It comes from those that want to raid, but don't want to have to work at it.
Just like many, many, many other leisure activities, the inclusion of work and effort does not automatically make raiding an "unfun second job." That element of the raiding game is exactly what many people find fun about it. For me, it is FUN to upload a parse to World of Logs after the raid and comb through it to find out why my raid failed to kill the boss. To me, It is FUN to head to the forums and talk with others about the boss mechanics, to dissect them and figure out the best way to beat him. A couple hours a week spent outside the game learning about the game is quite enjoyable. Every Tuesday and Thursday I look forward to getting off of work, coming home, getting whatever chores out of the way and then sitting down at the computer to spend a relaxing night raiding. At least half of said night is spent wiping on a new boss, but crazy as it may sound, that's what's so enjoyable! Going into an encounter and blowing through it will no effort is boring and lackluster. Overcoming a challenge with my friends is a blast. That moment where something clicks and I know just how to beat the boss is glorious. Those moments don't exist without a challenge, without some work.
That's what is fun for ME. Obviously, there are many people who are NOT me. Many people who just don't like that aspect of raiding. That's fine. Truly. Here's what's important though: Your lack of interest does not automatically make something bad. It just makes it not for you. If Blizzard wants it's raiding game to be as accessible to as many people as possible, similar to other leisure activities like music, sports, and puzzles, it needs a difficulty gradient. It needs easy, normal and hard, if not more. It needs to offer a type of raiding that is fun for the guys who like to wipe and then go out and figure out why they wiped so they can fix it next time. There also needs to be a type of raiding that is fun for someone who just wants to mindlessly blow through the content after a long day at work without plugging all their stats into the latest spreadsheet. It needs something in between too, since not everyone is Paragon or a random PuG.
I hope that the LFR system fills the missing layer for the "I'd rather not think about it, I just want to play" group. Heroic works great for the high-end elite raiders like Paragon, Vodka or Blood Legion. Normal works great for the middle-of-the-road guilds like mine that want a challenge, but aren't the tops. Hopefully LFR works out. It's the best shot for someone who just wants to see the lore too and not have to work at it. I'd be ecstatic if LFR gets rid of the inane, thoughtless, "second job" phrase, but I doubt it. But just maybe, everyone can have some fun instead!
ksaper Oct 31st 2011 6:05AM
First, I applaude taking a critical look at Cata. If you don't learn from mistakes you will just repeat them.
I've give this quite a bit of thought, but in the end, Cata for players already at 80 was small.
I don't think it mattered that we only got 5 levels, that could have easily been mitigated.
Rather once level capped there was not a lot left to do.
First the number of dailies available were very few.
Faction Grinds:
- Twilight Highlands
- Therazane
- Tol Barad
- Ramkahen (2)
Aside from that, and I'm being generous including the Ramkahen, the only other dailies that come to mind are the Bird Jousting Daily hidden in Hyjal and then the Molten Front Dailies (added afterwards). In Wrath, by comparison, I had more a lot more options:
- Icecrown Faction Ships (both regular and PvP)
- Wyrmrest Temple
- Kalu'ak
- Oracles/Frezyheart
- Knights of the Ebon Blade
- Sons of Hodir
- Argent Crusade (before the Tournament)
- Brunnhildar
Plus there were a couple of other ones scattered about - still love K3's daily
Also I view Molten Front and The Argent Tournament as siblings. Additional quests hubs added later, but even still we had more to do in Wrath.
Second the expansion physically felt small.
Yes it was 6 zones, and Vashj'ir was large. But because each zone was disconnected from the others, it makes them feel smaller. You didn't fly from Hyjal over to Deepholm like you would from Storm's Peak into Icecrown. Each of these zones was more or less fenced off because they were surrounded by non-relavant content. You had to physically make the effort to leave one zone and reach another. Now this should be solved with Mists by having one content, like in both BC and Wrath.
Last the story.
This one is tough, as were still in the middle of the book, but the story feels smaller. A lot of resources went into the 1-60 revamp, and that turned out great. But that's not the story my 80-85 is "Living" (been there done that got the shirt when you were in diapers sonny). It just feels like the story got short changed for the top. In Wrath the Scourge felt like a pretty menacing problem - there were everywhere. For Cata there isn't a unified enemy front. The Twilight Cult feels like in each zone it as completely different goals. I never felt a setback questing, so the enemy ends up a paper tiger. At least in Vashj'ir we at least felt like the underdog in the beginning.
Tol Barad, what roll did it have in the larger story that is Cata? It felt like an add on and not part of the larger story. Both Halaa and Wintergrap at least felt like they had some purpose.
Several dungeons in Wrath felt like they had good story two - Culling of Statholm & the 3 Ice Crown Heroics. I'm looking forward to what we get in 4.3 along the same line. But that is still not an excuse for not putting something like that in earlier.
Cut Scenes and Phasing are great story telling tools but I think they were used out of proportion. Uldam cut scenes really got in the way of the story telling. Having them at some key segments, all for that. But when it actually gets in the way of playing the game. It's like someone who pauses. for. dramatic. effect. after. every. word. In Twilight Highlands and Vashj'ir I think they were used right. As for phasing, I was really hoping for more use of it. The idea is that we're suppose to be having an impact in the landscape and the story, let me see that. Hyjal and the regrowth was great. Really the only other place was Dragonmaw Port (and I'm assuming Highbank).
Dazza Nov 1st 2011 5:58AM
Overall, I think Cata is probably the best expansion to date.
Things I don't like about it, however, are:
1. Archeology sucks, really badly. It's way too time consuming and just so boring...
2. XP rates are way too high. I hate out-levelling zones, but hate even more out levelling expansions with 1/2/3 zones left to do... Give us the option to scale our own personal XP rate, please !
3. Levelling through the 1-60 content is just too easy - there is zero challenge. Sure, make levels 1-10 easy, for beginners, but add some kind of challenge for 20-60 at least...
Also, I don't get why health pools and damage levels have to increase all the time, and by such large amounts... Why not just scale everything back, so it's all relatively the same ?