

I hate relying on randomized reward systems.įor as long as I’ve played WoW, my endgame has revolved around farming justice and valor (and frost and triumph before that). Nothing like running raids all week and getting absolutely nothing meaningful out of it. Let me repeat that: The primary PvE currency was only useful as a way to buy PvP gear, to use in PvE.Īnd this hobbling of valor and justice rewards made players more reliant on luck with drops, further increasing a sense of grind. Valor rewards were drastically reduced from where they were in Cataclysm, and justice was made so useless that it was mostly just converted to honor so people could buy PvP gear as a starter in PvE.

Valor and justice were also greatly devalued. Here’s new valor gear locked behind a new and marginally less painful rep grind! Okay, now we’re bringing back the valor upgrades, and some of the old valor gear now costs justice, but no new valor gear.” Now you can also use your valor to upgrade your gear. “You need to grind rep to buy valor and justice gear. I’m pretty tolerant of iteration in a live game, but the changes to the gearing path just about gave me whiplash. On top of that, endgame progression was made all the more daunting by how confusing it was. MoP had many of the same problems as Cataclysm, just in a slightly different wrapper. This worries me more than anything, because it shows Blizzard isn’t learning from their mistakes. People should be able to progress through whatever content they most enjoy. Neither dailies nor raids are bad content the problem is that everyone had to do them if they wanted to progress, whether they enjoyed them or not. We went through this in Cataclysm with “raid or die.” In MoP, it became “rep or die.” The other, more important issue, is that forcing everyone into a single type of content to be competitive is always a bad idea. How many expansions need to go by before Blizzard realizes that killing crabs for meat at a 25% drop rate is not fun and never will be? They were largely lacking in vehicle quests, bombing runs, or anything else interesting. One is that most of them were simply not good dailies. The problems with dailies as they were at the start of Mists of Pandaria are twofold. They’re a valid form of content, and an important part of WoW’s endgame. This issue has been beaten to death, but I’d like to address it anyway, because I think some important points have been lost in the arguments. Let’s start with the daily grind early on. Let’s start with…įor me, Mists of Pandaria has been an expansion defined by grind, excessive gating of content, and a tedious and confused endgame that seems designed to keep me playing the game for as long as possible not because I enjoy it, but because that’s the only way to play. I have a lot to say, both good and bad, so I’ll get right to it.
