Some odd pocket-dimension threatens to unleash rebooted Burning Crusade lore into Azeroth.
- aka Warlords of Draenor
- Released 2014-11
6.0-specific information ∞
Earning Apexis crystals ∞
- Garrison Outpost Guide: Zone-Wide Perks, Quests, Followers
6.0 thoughts ∞
I came into this expansion post-release, so I didn't experience the Mists of Pandaria last-patch experience.
- Well at least it's not Mists of Pandaria. =/
- More nonsensical pocket-dimension content.
- Alliance and Horde are still arbitrarily at war.
Garrisons are a dumb idea.
- "Player housing" takes players away from the world. I thought Blizzard didn't want to do something this stupid.
- I've been able to make a stupid amount of gold. Literally hundreds of thousands. It did require an investment of time and money, but now it's paying off big time.
- Garrisons require an addon to deal with them. However, an addon makes it pretty trivial to get things done.
- By the time I get through all my alts, I already have missions complete. I can literally cycle through my alts completing missions multiple times.
- Most of the gear rewards are utterly useless. Rewarding Baleful gear would have been a good idea.
Making the game gold-to-play is a great idea.
- Now it may as well be free-to-play since I've set myself up with garrisons. Maybe this will because of next-expansion inflation.
- I made three tailors just for making 30 slot bags for all of my many alts.
A fucking twitter patch?!
6.1 thoughts ∞
- I'm pleased several garrison-related items are stackable.
The lighting of the characters on the login screen has dimmed.
- Was this because of my graphics settings changes, or Blizzard's?
THE SHIPYARD SUCKS
- It seems like a good idea.
- It's annoying to get to.
- Tying it into the legendary quest line feels dumb.
- Account-bound baleful gear rewards are a nice idea, but the shipyard is too stupid an idea for this gear to make up for it.
The grind for 6.2 flying was annoying.
- Needing to do the reps with the two new factions was initially harrowing but turned out to be pretty trivial.
6.2-specific thoughts ∞
- Came way too late for me to give much of a shit about it.
- It's nice that it spills on to alts. If it didn't, I'd be really pissed off.
- Flying on alts isn't particularly useful in many cases, though it really helps when turning quests in.
I'm pleased garrison salvage boxes don't spit out random greys.
- It's much easier on my inventory space to open them now!
The legendary ring concept is underwhelming.
- I don't know, it doesn't feel like an achievement to get or have one.
Baleful gear turns out to be an interesting idea because of the ability to upgrade them.
- However, I'm not using that mechanic. I'll give it a shot on my 6.3/7.0+ new-main.
Timewalking is spectacular. This was a long-time request of mine. It's the most fun I've had since the initial weeks of a new expansion.
- Was this introduced in 6.0, or 6.1?
- I'm really REALLY pissed off that it's not available 24/7, and is not just limited to one week a month but WILL BE REMOVED. Who the fuck thought this was a good idea?! I'm not going to do any more of it.
The legendary catch-up mechanic for alts is a great consideration.
I still haven't tried mythic dungeons!
6.2.whatever thoughts (Pepe) ∞
A FUCKING PEPE PATCH?!
6.2.3-specific thoughts (Valor) ∞
- They still don't have English localization.
PvP can earn Valor. Fucking Blizzard.
A hard cap on earning Valor (or any currency) essentially sets a weekly benchmark, and falling short of that benchmark leaves you feeling like you've left something on the table. If we artificially cap earning at 1000/week, then we're saying it takes ~8 weeks to fully upgrade your gear, assuming "maximum" effort each week. If you miss a week, then you're a week "behind." If you're busy, or sick, or just don't feel like it, and you fall a bit short of the cap one week, then you are delaying completion by precisely that amount. The existence of the cap makes the whole thing feel more mandatory in a sense, with motivation level then plummeting the moment you hit that weekly cap. Despite all these reasons, sometimes we do need caps as a pacing mechanism, particularly early in an expansion or where the impact on player power is massive (e.g. buying Conquest gear in a new arena season).
Without a cap, there's an inherent diminishing return curve at play. You can start off doing the most efficient and engaging activities first, until you've exhausted those, leaving you with activities that are progressively less efficient and/or less suited to your playstyle preferences, combined with the fact that you also inherently are exhausting your free time as you go, with your remaining time presumably becoming more valuable as it dwindles. At some point, you generally hit a threshold where the reward for the next incremental activity no longer seems worth the time investment required, and you're done for the week. For many people, that threshold will be reached at lower than 1000 VP per week, and their experience is no different whether or not there's a cap. For others, that threshold will be reached at a point above 1000 VP, and the lack of a cap gives them the freedom to decide when they're done rather than having it dictated to them. Some will benefit from the fact that they're allowed to convert a weekend of free time into a bunch of Valor to make up for that week when they were busy or traveling, coming out even or ahead rather than being permanently "behind" due to a cap.
(The particular nature of Valor upgrades also adds another element of diminishing returns - your first 2k Valor will likely go into your weapons and trinkets. After that, every additional point of Valor you earn is progressively less impactful as you work your way down from chest/helm, to gloves, to bracers.)
In this case, we opted for the design that offers more freedom to select the sources of Valor that most suit your preferred playstyle, goals, and available time. If you're into Mythic dungeons, then Mythic dungeons are going to be by far the most lucrative source of Valor, and should let you cover your needs quickly. But for players who don't want to run Mythic dungeons, queued alternatives (such as Heroics and Raid Finder) allow for a way to still earn Valor.
I understand the sense of obligation to maximize performance in a competitive raid environment, but the game asks competitive raiders to make those choices constantly: do you craft every upgrade at the first opportunity, use the best gems in items you might replace soon, use the best food or Augment Runes on every pull, keep running lower difficulties on the off-chance of a Warforged/socketed perfect drop that could be an upgrade, keep up with multiple specs or alts to allow you to optimize for specific encounters, and so forth?
Virtually everyone draws a line somehow and compromises in most of these areas, making a judgment about the point at which further expense (whether of gold, or time, or effort) is no longer worth the benefit. This system presents another one of those choices. The need to "save players from themselves" is a familiar refrain - but past experience has shown that people are better at managing their schedules and gameplay choices than many of the comments in this thread would suggest.
I still haven't tried mythic dungeons! Their awarding valour and quite nice gear means that I really do need to pursue these now. Ugh, traditional grouping.