Breakfast Topic: What are you just not that excited about in Mists?

As many commenters elaborated in my earlier Breakfast Topic, for everyone who's excited about something to come in Mists of Pandaria, there's someone who isn't. It's easy to say what we are excited about in MoP, with so many great features coming out. But as with everything, you have to take the rough with the smooth.
What I'm interested in today is not QQ and anger but rather which of the new features you're simply not that excited about. What doesn't really do anything for you? What can't you see yourself using or benefiting from?
What I'm interested in today is not QQ and anger but rather which of the new features you're simply not that excited about. What doesn't really do anything for you? What can't you see yourself using or benefiting from?
Personally, I have my reservations about a few aspects of the expansion. I can't really see myself going crazy over the Pet Battles and the farming land, but I may well change my tune on that. So far, I haven't been blown away by what's coming out of the beta as far as the new continent and theme goes. I'm not saying it's bad, just that it isn't something I'm personally amazed by.
It's all relative, and compared to how excited I am about the new talents, for example, the Pandaria landscape doesn't come close. That probably has a lot to do with my WoW gaming preferences, too. And of course, as far as the Pet Battles and the farming go, I can just avoid playing aspects of the game that don't particularly excite me. Nobody's forcing you to farm. (Well, I hope they're not.)
However, there are so many more things I really, really am looking forward to. I'm not looking for "The whole thing sucks -- I'm quitting WoW!" But what just isn't really interesting or exciting to you?
Filed under: Breakfast Topics






Reader Comments (Page 1 of 9)
Dimmak Mar 28th 2012 8:05AM
Really the only thing I am not looking forward to it the wait... and 25 man raiding. It just feels dead and pointless. It's also frustrating that legendaries get completed faster by 25s but that's a fault of the current legendary system. But all in all I am excited about it.
jfofla Mar 28th 2012 10:16AM
Dead and Pointless?
As a member of a very heathy 25 man raid team I am offended. 10 Man feels like an inflated 5 man. I don't feel like I am raiding without the Epicness of 25 people.
BB Crisp Mar 28th 2012 3:18PM
I have never raiding with a 25-man guild. However, if the efforts of 25 people produced the same legendary as the efforts of 10 people, I don't think that would be at all fair to the 25. 2.5 times faster sounds appropriate to me and, unless I'm mistaken, that's the way it works right now.
I suppose they could come up with another system that rewards legendaries differently, in that 25-mans get more legendaries, taking approximately the same time as 10-man raids, but the end result is still basically the same.
Dimmak Mar 28th 2012 3:26PM
You'll note I said it feels dead and pointless. I am sure there are still thriving 25 man guilds. I just prefer the precision and organization of 10 man raids. Am I opposed to 25 versions? Not at all. I just don't feel the rewards should be greater if the difficulty is tuned to the same level. Should a 25 man guild complete a legendary faster than a 10 man guild when they are putting in the same amount of time? Doing the same difficulty of encounters? Pushing the same heroic content?
Personally what needs to happen is scale-able encounters. In other words a raid should require 10 to 25 players. Boss health and damage should then scale with the number of players in the raid. Thresholds set for debuff such as when there are 10 people 2 people get the debuff, when there are 15 3 get it ect... Extra loot but the same level should drop as more people are in the raid.
This would give guild the flexibility to bring that 11th person alone, or still run when only 22 guildies show up. In this way there would be no more 10 man or 25 man but rather we would just have a raid period.
BB Crisp Mar 28th 2012 3:59PM
Let's say every boss you down in a raid encounter drops 2 pieces of loot for a 10-man raid, which is pretty much the case across the board. Wouldn't it be appropriate to drop 5 pieces for a 25-man raid? And this is what happens, if I'm not mistaken. Proportionately, it's the same amount of gear. 1 piece for every 5 players. So...
Suppose a legendary takes 100 tokens of whatever to create and, as a raid, you get 2 per boss. If a 25-man raid only gets the same 2 tokens per boss, they have a disincentive to keep raiding as a 25-man raid. After all, they would actually get 2 legendaries in the same time if they broke up their group into two 10-mans. How is that fair? The efforts of 25 people should be rewarded equivalently to the efforts of 10, which is why it's done proportionately. In my example, they would get 5 tokens of whatever per boss kill. Would that enable them to get the legendary earlier? Yes, but we're talking about the reward being split among 25 players. In the time it takes the 10-man raid to produce one legendary, the 25-man raid could produce 2.5, and in terms of proportional player-hours of time required to achieve the reward, it's equitable.
I like the idea of scale-able encounters, if the mechanics could be made to work, but even there you mention that "Extra loot but the same level should drop as more people are in the raid." Why shouldn't the same happen for the components used to create a legendary? It's the same principle.
Cheb Mar 28th 2012 8:06AM
Challenge modes. I'm the only healer who levels fast in our guild, and I already know I'm going to get roped into doing those somehow. I love running dungeons, but I hate the "go go go" mentality challenge modes are going to bring, even with my guildies. I love them, but they get way too hardcore about realm firsts and achievements for my taste.
L_fetcu Mar 28th 2012 8:23AM
This is a side of the story. And I do understand where you are coming from. But for me personally those sound awsome. The fact that these will "put" the same level of gear on all players and let the skill of those players decide the "fate" of the run is awsome in my eyes. There will be a lot of crash and burn's trying to do these but still. And if I have my 2 friends (which also love hard dungeons) we will do great...better yet we will have fun. So for me personally will be pure joy :))
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cromahr Mar 28th 2012 8:57AM
Totally agreed, Cheb
I totally understand the idea behind it, but considering the general attitude in LFD-runs, which already is "Gogogo!", I don't see myself queueing for a challenge run.
There are great people in LFD, sure, but a lot of times, you get the kind of group where people become very rude if the tank isn't pulling like a maniac, tries to plan a pull or whatever.
Of course there are people who look forward to Challenge Dungeons, but as a healer, I don't look forward to it, especially because of the good ol "Blame the healer", even when it's a totally impossible overpull or people stood in stuff and got insta killed... you're facing a shouting match or a votekick when its not even your fault.
I might be pessimistic, but I do believe that challenge dungeons will make people behave even more recklessly, or they will be even more uptight and rude when things don't go their way or someone doesn't measure up to their (often lofty) expectations, so I can see a lot of drama going on there!
cromahr Mar 28th 2012 9:07AM
...and yes, of course, those challenge modes are optional, but the question was what we are not that excited about, and when I heard Chilton announce the CM at Blizz, my first thought was "Yes, RIGHT, that's EXACTLY what the community needs..." =)
I assume I might try it with guildies, but not with PUGs...
Luotian Mar 28th 2012 9:27AM
I was under the impression you couldn't que directly for challenge modes, because they would be impossible to complete. I know I read that somewhere...
Shrikesnest Mar 28th 2012 9:32AM
As it stands, you can't queue randomly for Challenge Runs. That way they don't have to keep them at a level where strangers with no coordination can complete them.
Luotian Mar 28th 2012 9:37AM
Ugh, fail. By que directly, I mean que for a PuG. I thought you had to have a complete group before you could go in.
Hituro Mar 28th 2012 9:38AM
I totally agree. I love the landscape, the talents look great, the farming and pet battles are super, but challenge modes, they seem so boring, just the same content again but faster, as if that wasn't what you ended up doing when bored anyway. It's annoying that they have unique prizes I'm going to want, so I will feel forced to do them.
Jem Mar 28th 2012 10:20AM
Yup, I can't say challenge modes thrill me either. They strike me as a throw back to vanilla and BC where people would only take certain class combinations to instances. I fully expect to see ppl setting up a run and not wanting to take a specific class, or wanting a specific class for a particularly ability. I hated it at the time, and I dont' want to see it back in the game.
It also seems to me to be something that people will take extremely seriously - which isn't a bad thing but I tend to avoid things that people take extremely seriously in case I screw up and wreck the whole thing for them.
Puntable Mar 28th 2012 10:31AM
I doubt I will ever do a challenge mode, and yes I am also a healer. Nerfed gear level, limited mana pool, no time to drink between pulls... what could possibly go wrong?
Drakon Mar 28th 2012 11:08AM
Nerfed gear level? Great, I can't overgear it and make it dull.
Limited mana pool? Wonderful, I have to heal smart.
No time to drink? Fantastic, I have to manage my mana cooldowns intelligently.
To answer your final question, and to prevent this from sounding like I'm saying your opinion is wrong (it isn't), LOTS of things can go wrong. And that's the point; without a point of failure, challenge modes will not be interesting to me.
To answer the original question, pet battles. I've played pokemon for 10 years, I think I'm all done with that.
Lipstick Mar 28th 2012 11:14AM
Personally I think people are looking at this from the wrong angle. If anything I think depending on how it's implemented exactly it could be a -great- tool for raiding guilds in recruiting new applicants to their guild, because as gear is made universal you can test the strength of that new hunter who wants to join your guild rocking blues and greens, and know whether or not he can actually play his class well when given the gear or not. This allows guilds to take a chance on someone whose gear may be behind the curve. So often it's frustrating when you get someone who sounds good on paper that you have no way of checking out until you give them a shot. When you have a very small guild any new people you bring in has the power to upset the apple cart, so it's important to bring in the right people. This will allow smaller guilds to not feel as if they "waste" gear on a trial who just can't / wont ever hold their own weight -- and it can give those without tons of achievements or previous HM history a chance to show they have the chops to perform.
I also think that for those players whom maybe do not like guilds but are talented that their individual realm ranking for challenge modes can somewhat serve as their badge of honor or proof that they know what they're doing when trying to get into pugs? I think that it gives those whom don't go the guild route a chance for their characters to still have personal progression.
It makes it so not just the top tier arena players and top tier raid guilds get any type of recognition or personal glory. It gives joe-schmoe the chance to say you know what, I am awesome to, here is my gold ranking to prove it...
gillent Mar 28th 2012 3:00PM
I was SO excited for challenge modes when they were first announced. I had visions of teams working like well oiled machines. Every pull thought through with CC and kill order. Then I heard that the measuring stick for skill would be how fast you got through. Not exactly the type of system that rewards planning as much as full on bum rushing. Its too bad they couldn't rate you on something like fewest wipes or something like that.
Nina Katarina Mar 28th 2012 8:10AM
I don't PVP, I don't like PVP, so all that stuff about battlegrounds and getting people into the world for world PVP leaves me cold. You kids go play, just don't mess up my questing experience or make School of Hard Knocks any harder.
Shrikesnest Mar 28th 2012 9:28AM
This exactly.