Skip to Content
11-01-2011 @ 1:41PM
I miss being challenged with solo content. When I recently re-leveled through Cataclysm, I was blown away by the quests. They had great stories, they were fun, but one thing they were missing was challenge. No more group quests, no more deaths to mobs being packed too tight. I think leveling to 60 without dying used to be a considerable challenge. I'd say its pretty common now.I miss traveling all over the world doing quests, here and there and back again and the rewards, though negligible by today's standards felt truly epic. I wouldn't out-level them in 1 more hour of play. When you quest today, it's just a means to an end. Gear feels almost pointless until you get to Outland, even if you do do like I did and don't use heirlooms. I do not miss all the useless specs, I do not miss the pain of rep grinding at top level, and I do not miss all the bad itemization.
11-01-2011 @ 2:03PM
I have to say I don't miss "mobs being packed too tight" at all. That always struck me as a design decision that was rooted in the idea that players would be questing in small groups so that pulling several mobs at once wasn't a big deal. While that may have been the case in the beginning, by the time I started playing in 2008 questing and leveling had become essentially a solo endeavor. It was just frustrating and aggravating, especially when playing a clothie, when every time you attacked one mob, five or six of his closest friends would come and pound on you. I remember my first mage doing the old Wetlands quests to kill various gnolls. It was a tiresome "lather-rinse-repeat" process of target one gnoll, burn him down as quickly as possible, and then run like hell until his gang of buddies leashed back to their spawn points. Then do it again. And again.So I think un-bunching the mobs in the Cata redesign was simply an acknowledgement of the fact that questing had become an almost purely solo thing.
11-01-2011 @ 2:07PM
Out in the world, the mobs being packed too tight never really bothered me, but I only leveled a disc priest and a warrior back then so I generally had decent survivability. I was really talking about some crypts, dungeons and caves that could just be a death-traps unless you did it just right solo or grouped it. And it wasn't specifically that I miss mobs being packed tight. I just miss there being a danger of death. There doesn't seem to be one anymore.
11-01-2011 @ 2:54PM
Okay, I see what you're saying, and I agree there's little sense of danger from 1-60 any more. I think maybe they went a bit too far in not only unbunching mobs, but also making them easier to kill (though I don't know if the latter is because the mobs are weaker, or if it's because my characters are just stronger, or the simple fact that I know what I'm doing better now than I did then).My biggest problem with the "old" version of caves/crypts/etc. was having to fight the same mobs coming out that I fought going in, because they all respawned while I was down there.
First time? A confirmation email will be sent to you after submitting.
Members enter your username and password.
Enter your AOL or AIM screenname and password.
Please keep your comments relevant to this blog entry. Email addresses are never displayed, but they are required to confirm your comments.
When you enter your name and email address, you'll be sent a link to confirm your comment, and a password. To leave another comment, just use that password.
To create a live link, simply type the URL (including http://) or email address and we will make it a live link for you. You can put up to 3 URLs in your comments. Line breaks and paragraphs are automatically converted — no need to use <p> or <br /> tags.