With the 6.0 patch a day away it seems appropriate to reminisce about what I have enjoyed and disliked about Mists of Pandaria.
The good
- Launch was pretty smooth, I had an enjoyable week off work, levelling my paladin to 90 on the first day and getting stuck into 5 mans the following day
- The Halfhill farm was fun, its quests were interesting, and the ability to farm pretty much all the main trade resources was insanely profitable (if tedious to do on all your alts every day)
- Learning to tank, incredibly stressful at times, but ultimately rewarding to become the go to person in guild to solo tank raid content. I still have a lot to learn in terms of being proactive about fight direction (still too much attention taken up just in ability use) and in communication with the raid group (being vocal about taunts for example)
- Professions seemed reasonable, JC and enchanting continued to dominate the Auction House, but crafters had reasonable access to new patterns with each new tier, Scribe was underwhelming after the first tier and Engineering was its traditional gold sink. I made over a million gold, and then proceeded to give most of it away.
- Flex raiding, a late introduction, this has become my preferred casual play with alts and mains, its provided a social guild experience, and means we can completely avoid LFR
- Throne of Thunder, I found the zone to be fun, but the lack of resource nodes meant I stopped going there once I had hit exalted reputation, it was an interesting insight into how much fun being a miner is for my main toon
- Timeless Isle, I think my main complaint here, is that the island felt too small to me, and some parts of the island were simply too dangerous for solo play. It was hilarious watching the Alliance kill each other when PvP flagged. Weekly quests certainly worked better for me than dailies, make some progress, get bored, go do other stuff and come back later.
The bad
- PvP was awful, chain CC and zero health in a few GCDs, I did the bare minimum required for the legendary quest line, and never went back. I used to enjoy battleground PvP in TBC, but the proliferation of “kill the healer first” addons has changed the game experience to be a negative one for me. On the plus side, we didn’t lose an entire zone to world PvP, or have a raid boss gated behind PvP victory requirements.
- Daily burn out at launch, there were too many factions, and you needed revered reputation with just about all of them to access raiding gear, I shudder to think of the agonies that some people went through grinding this out on multiple toons.
- Failing to heal, I struggled to heal at raiding level with my Paladin, and I couldn’t find guidance from my traditional sources (many older advice blogs simply died off or deliberately stopped covering Holy Paladins)
- Failing to DPS, like healing, I simply couldn’t put out the DPS required to be competitive in a raid, the gap between any DPS character I tried to play and the better players in my raid group was simply too big to warrant me investing time
- LFR, simply too much of an unpleasant environment, filled with trolls, for me to put effort into gearing alts or mains through it
- Black Market Auction House, after the first week, when I picked up a gear upgrade, I never saw anything else worth buying again.
- BOAs not dropping off Garrosh, I have only had the tanking sword drop (twice) when what I really wanted was the shield.
The ugly
- Burn out … I stopped raiding for several months, because I simply could not cope with the mechanics in Heart of Fear. The raiding environment as a whole is one almost unrecognisable from Vanilla/TBC raids, the Dungeon Journal is incredibly intimidating with the sheer number of mechanics to master in each fight, the amount of blue/purple death crap on the screen, against dark blue/grey backgrounds, the shrieking and wailing of addon alerts…
- the legendary quest line was something you couldn’t not do as a raider, and it had large choke points that were not fun to work through, for me the PvP requirement was what killed any enthusiasm for trying to get this item on alts
- the fate of Garrosh, after all the build-up, after 150+ wipes learning the fight, to have him taken prisoner and escape was a major let down
- Watching raiders quit the guild due to lack of progression, which accelerated as the introduction of mythic raiding drew closer. The officers were in the position of either (a) not raiding at all or (b) accepting below par performance. While we put a lot of work into standards and expectations going into the expansion, we simply didn’t live up to them.
- Going in to the next expansion without enough players to form a 10 man raid team. With a November release date, many people in guild will not be in a position to raid until January. While we have a pool of casual players who can be carried through normal mode difficulty, we have lost half of the heavy lifters in our guild.
- Server population faction balance continues to worsen with every expansion.
Tier 14
- Most liked boss: Elegon, after mastering the elevator boss this was an excellent fight for tank swaps and picking up adds.
- Most disliked boss: Garralon, crap everywhere on the ground and a fight that was hard to see and hard to control. Heart of Fear as a whole was my most disliked raid instance of the entire expansion. My guild found it weird that it was the gate to Terrace of Endless Springs, when all the fights in TOES were easier than most of those in HOF.
Tier 15
- Most liked boss: Jin-Rokh, one of the few fights my guild did on HM during this tier, I have often liked fights where the raid group has to split into two teams for part of the fight.
- Most disliked boss: hard choice between Durumu and Dark Animus, with Dark Animus winning due to the sheer confusion and brutality of its opening sequence.
Tier 16
- Most liked boss: Paragons, I liked the Klaxxi and this is a fight were I managed to solo tank the last third of the fight with most of the raid group dead on our first progression kill, so a good memory.
- Most disliked boss: Garrosh, this fight was harder on normal mode for my guild than HM Spine of Deathwing was in Cataclysm.
Looking to the future
I am excited for the Warlords of Dreanor expansion. I am happy that there are no new classes or races, as I have long passed the point of diminishing returns from alts. It has been eight years, but I still love playing my Paladin. My list of things I am most looking forward to include:
- more options for flexible raiding, while my guild has lost the option to do the hardest raiding content in the game, we are gaining more flexibility for raid group size and cross-server recruitment for all the other content types
- the new approach to world zones, and the player housing garrisons, will give me the freedom to choose the content I want to engage in each night after work
- Asharan, a world PvP zone incorporating cross-server population balancing is one where I won’t feel like a constant victim of Alliance numerical superiority
- lots of small quality of life improvements (bag space, simpler gearing, being able to avoid accidental PvP flagging)
- Ability pruning – I would love to take a task bar or two off my raid frames, especially after enjoying the 5-6 action limit in TESO. While I am losing some iconic abilities, I accept its good for the game, as you cannot keep adding to the ability list with every new expansion.
This time around I am only taking two days leave for the launch, but that gives me a four day weekend. The big decision facing me is this – do I just concentrate on playing one character as well as possible, or do I play all my current max level characters again for the economic synergy that will arise from having multiple Garrisons?
I will miss having a million HP on my tank. Yes, it was a bit silly, but it was a nice reaching the top of the mountain benchmark.
Some thoughts on the competition
No one else has been able to launch a subscription based AAA theme park MMO and maintain anything close to WoW’s player base. I am not sure anyone can while WoW continues to be what it is, as the major growth has been in free-to-play games and games focusing on smaller teams with a PvP focus. Blizzard’s cancellation of Titan is interesting, while done because the ideas didn’t pan out for fun, I don’t think they could actually expand the market with a second MMO without cannibalising the WoW player base. MMOs expand to fill available time and I have struggled to play more than one at a time with any degree of skill.
I now think that the 200+ hour levelling game, which must be completed prior to accessing the end game, is a trap for new MMOs. I simply lose interest in the levelling game, fail to engage in social groups (it is difficult to find a group of adults from the same time zone as me), and then cancel my subscription after a few months. When a game is launched with significant errors (e.g. social chat does not work, or its impossible to log in for a month) it is hard to sustain interest even that long. The shift to arena format games like LOL and WOT is interesting, but ultimately for me they just don’t have the social aspect that WoW has given to my life.