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For TWW my pick is similar to yours. I am very underwhwelmed by world design. The island itself is...bad? Yeah, I'll say it, it's bad. It's regressive. It looks half complete in a way the underground zones don't. And even in the underground zones, I so very much miss the verticality of the Dragon Isles. At long long last, Blizz FINALLY developed zones with flying in mind. ... and then they didn't again. TWW feels like it wanted to be standard ground mounts only again. I miss the Dragon Isles as a play space, they've never done better and I think maybe they won't...
Haha but despite the weird faces at least they make sense to the lore. Even Worgen and Gobbos in Cata could work but I felt like Pandas were just an attempt to attract the Chinese market
The Jailer was lazy writing, egregiously bad and lazy fucking writing. Any writer who actually knows what they are doing would never make this mistake. There was no build up to the Jailer, he was hinted at the end of the previous expansion. Just some mysterious puppet master who has been pulling the strings of most of the villains throughout WoW - that wasn't a good set up, it was just removing agency from some really good villains. Arthas, probably the most iconic and successful villain of the Warcraft universe, reduced to just a pawn of someone who didn't actually exist when WoTLK happened. Then he was a colossal disappointment when he finally was revealed. One dimensional and only speaking in mostly edgy one liners. He had no depth or personality. They tried to force a story narrative in Shadowlands to build up some backstory but it was not nearly enough. The Shadowlands fucked the lore canon of the world as whole. Fuck Steve Danuser, he's a sham of a writer. He just wanted to force his OC into a world that wasn't his creation. He probably had some story he wanted to tell, but not the skills to actually write something unique - so he used an already established medium and shoved his story into it. I'm glad he's gone and regret that he happened.
@@jakecarroll5 Not really, i mean it has been selling so well with Dragonflight and now The War Within is beloved by everyone with Blizzard making Millions. Here‘s to 20 more years of WoW🍻 (Don‘t worry though i hate Shadowlands)
After playing TWW for a bit, I'll have to disagree with the underground zones being the worst feature. They do feel pretty unique compared to the usual overworld zones we've been seeing over the past two decades. The art team continue to knock it out of the park with each new expansion. If anything, the worst feature is most likely going to be the Hero Talents. Because while some are pretty cool thematically and helps enhance certain specs (Death Knights). The vast majority of them are uninteresting and feel forced because the devs were mandated to create them for every class. Time will tell if they get iterated on in the future.
I like LFR and still do, it's the only way I raid since I don't have the time to join a raiding guild and dedicate a schedule and scheduled time to show up for raids and hope I get home in time to get in. Especially since my own schedule sucks. So for guys like me, LFR has been an absolute godsend. Because I love raiding.
I never got the hate for LFR. If you don’t like it don’t play it. Like you said a lot of people wouldn’t even be able to experience the raids without LFR.
@chrisberg2 I literally had the best raid I'd had in years the other day in lfr. We owned up to our mistakes and wipes. We all got along. Told jokes before pulls. It was great. Most of us got something and no matter what we all had a good time. It was awesome.
I always like healing in LFR (although I'm a hc raider), because it's so chaotic and I like to rescue those that don't know at all what they are doing :D always fun. I love LFR :) Nzoth LFR was harder than HC btw :D
1. Pandarans being the worst part of Mists truly is a testament to how solid the expansion truly is, as 'new race bad' is 100% a personal taste thing. 2. Personally, I enjoy the underground zones with skyriding so much more than the more open zones, because it's more engaging to actually fly around them.
Yeah, but that is a near majority opinion Tons of people felt like pandas did not fit. I hated Pandaria the entire expansion felt like I was not playing wow and don't get me started on the Giant insect bosses with goofy voices it was like turning a bad Power Rangers movie into a video game.
@@NG.4769Considering it had the two best raids ever added to the game and the best modern feature (flex raiding) oh and CM dungeons? Yes, I bet you think WoTLK was peak 😂
Vanilla: Too many specs were not viable BC: I agree on the attunements for alts Wrath: Oculus (ok I am having trouble thinking of something bad lol) Cata: Increased difficulty of heroics turned a lot of casuals from wrath away MOP: Too many daily chores Warlords: Crapfinder and the beginning of war on flight Legion: Suramar, at least without flight enabled BFA: Azerite armor effects Shadowlands: I hated the disjointed zones and the Maw Dragonflight: Overcomplication of professions War Within: Continued convoluted professions
I never understood that issue with cata. It wasn't even hard and teenage me in school could easily do it. That difficulty is what heroics should have been all along. The casuals should have sat in normal dungeons where they belong.
@@Humpsterlicious The heroics were great in Wrath. The increase in difficulty and dumb mechanics in cata, then Ghostcrawler's condescending post, drove many people away. The sub numbers spoke for themselves. Your last sentence is everything wrong with the wow community these days.
@@trentosh1562 The heroics in wrath were easier than normals in vanilla and BC. That isn't "heroic" content. Also lmfao at "dumb mechanics" you mean mechanics you actually have to do and you can't just roll your face on your keyboard and expect to be rewarded? It's casual players like you who dragged this game down by constantly whining.
Personally I didn't mind garrisons, I think all the content in WoD was good, the problem was all the content that WASN'T there that was supposed to be, like farahlon zone, an entire raid tier, faction capitols, etc.
Might not of been a feature as such , but the dungeon instance capacity issue during trial of the crusader, where you couldn’t get into a dungeon due to capacity
@@Malodis_ To make matters even worse, pandaren from the island (the one's the players play) have zero lore presence in the game. Literally none, Aisha (however you spell her name) and Ji Firepaw haven't done a thing in the game aside from one singular moment they had in the siege of ogrimmar raid. Now they just stand around the embassy.
The worst feature of War Within is the obscene amount of bugs. The expansion was rushed and it shows. SO MUCH stuff is broken. Guild banks especially. They are slowly fixing things, but as of now guild banks have not been fixed yet.
In hindsight I think the worst feature from wotlk WAS heroic difficulty. Unless you have a system like gw2 where new content expands on the selection of activities to play, rather than replacing them, difficulty tiers only serve to hurt the game. Let me explain. You add difficulties to a game like gw2, and you do ONLY what the primary intent behind the system is meant to: add options for hardcore players to push their skills further beyond the casual raiding content for greater rewards. But when you add it to a game like wow, where every patch and expansion launch makes the previous one completely obsolete, you can notice an unhealthy pattern by looking at the dungeon journal for each expansion. The very next expansion after heroic difficulty was introduced had fewer raids and dungeons to pick from, since they were able to make up for the cut in raid count by having multiple tiers per raid through difficulties. Then the very next expansion after MYTHIC was introduced had the exact same thing happen. So the problem becomes that difficulty options gave blizzard an excuse to make less actual content per expansion since difficulty options could fill the gaps
That wasn't a bad change, it just made gauging people's power a lot easier. Proving Grounds built on that, and I don't know why they got rid of it. I'd always pick a high Proving Grounds certification over a high ilvl, because it shows that they know what they're doing. A low-skill, high ilvl player will do less damage than a high skill, low ilvl one most of the time.
I’m of the mind that blizz made the right decision to include ilvl, albeit it would be nice if it had a weighting to account for BiS The moment players made an integrated gear score, it was always going to be a problem and either blizzard integrates it so everyone has it by default or they try and ignore it and a bunch of new players end up being rejected from groups for something they didn’t even know existed
In fairness to vanilla, I do believe they have said that the debuff and buff cap, as well as the spell batching, were mechanical limitations of the time, rather than a design decision.
MoP's worst feature was the talents. Not being able to go down a tree and pick your own build was brutal. No longer could you make a weird build. Nah, pick 1 of 3 shitty talents that you don't want. Better pick the highest dps one, otherwise you made a shitty choice.
Lmao what a moronic take. MoP talent tree was far better than anything that came before or after. Don’t pretend you made a “build” with the old talents, everyone used the exact same talents. MoP talents gave you actual diversity.
@@Frostgnawdamage wasn't the point of versatility for most... It was utility, which is MORE important than dps when utility is needed Especially concerning tank/heal talents, and pvp variation
This right here would of been my pick. I remember when I looked at that the talents for the first time, half of them were useless and something I would never use. It is the reason why I never played pandaria.
@@pvp979gaming that's just not true. the DF talents greatly expanded the possibilities of how to build your character. Most of the points are the same, but you can change around a lot depending on the content.
@@deconstructeddad2628 a positive result of a rather forced mechanic. Sure you can say that you truly didn't need world buffs, but the meta evolved and the mentality level of the game made it more of a mandatory thing (and thats just the basic world buffs and not going into the tiny obscure world buffs many minmaxers chased for). At the same time many players do chase the possibility of feeling massively overpowered and mighty, but many players also didn't have that desire.
@@Citanoo The speedrun meta*. It literally did not matter to have wbuffs, but everyone wanted them to get parses. That's it. It was purely optional, and it was very fun. It also led to dispel wars, which were a great way to feel better about being the weak faction on the server (SoD faction balance would've been very welcome). TBH, the only problem with Wbuffs was that they put your character on the level it should have been w/o them.
Agree. I've played semi-competitively during WoD and was highly unhappy how this rng element totally determines your raid performance and when I saw that they've doubled down on it for Legion, I quit.
@@WillEmmo It all started with thunderforged which wasn't a big deal but it layed down the path of horrible loot rng changes over the next few expansions. In WoD we got tertiary stats and sockets and with Legion they went completely crazy.
@@0rcd0c And then they _said_ they'd limit it to Warforging in BfA... and then they added Corruptions in 8.3, which were purely RNG to start, then on a friggin' 8-week(IIRC) rotation when they _did_ add a vendor because they were borking the economy with BoEs and so many raid spots were lost because of impossible-to-target RNG buffs to pieces of gear. If Legion went completely crazy with Legiondaries, BfA went absolutely postal with Corruptions at the start. Thunderforging definitely should've been mentioned with the massive slippery slope for BS RNG gear upgrades "for a fun surprise" it led to for the next nearly decade of the game.
I know everyone hates on LFR, but I love it. I have great memories of running DS LFR pretty much constantly, across every class, because I could. Really, and truly, I love LFR. I'll be really sad if they don't implement it in Cata Classic.
there is something to be said about bonding with a bunch of strangers really quickly to solve a shared goal. i think the tweaks made to LFR since and the loot drops makes it atleast a good option for learning the basics of mechanics, and build on that learning in a low-consequence way.
Gotta disagree a bit on expansions I played extensively. That is MOP and WOD. MOP's worst "feature" if you can call it that - no content at all in 2nd half of the expansion. Patch 5.4 premiered on 9/11/2013 and that was it until 11/14/2014. Not really a feature so... LEVEL BOOST! Released in March 2014 or so as a pre-order bonus for WOD. This was a level boost directly to current max level, without these 10 extra levels to go as WOD wouldn't be out for 7 more months. This shit has wrecked LFR (if it wasn't wrecked enough lol). Suddenly you had masses of players queueing up LFR with their freshly boosted characters that gathered a few account-bound timeless isle pieces. It was a shit-show. I don't remember whether this boost required the more expensive $60 digital deluxe edition or was $40 one enough. WOD's worst feature is of course the WoW token. There's not even a question. This one just forfeit any integrity of achievements and accomplishments in this game. You can say that people will RMT anyway, but what matters is the scale. If RMT is bannable then you'll have some players that will engage with it, but it's not a majority. If you have plain and legit way to purchase gold directly with real money (with an extra step) in your game - the majority WILL engage with it. Notice how boosting for gold grown after the token. In MOP and WOD top guilds were selling mythic mounts for gold and challenge mode gold carries. That's about it. Then in Legion a whole god damn industry spawned, there were boosts for everything and LFG tool contained more ads for boosts than geniuine groups.
The token ruined the game, there's no argument there. But it's not much about the integrity of achievements, but how everything revolves around gold nowadays, and everything is also extremely expensive and most likely an intended gold sink by Blizzard. You only need to take a look at the terrible profession "overhaul" that happened in DF and barely got changed for TWW.
Ability to buy gold also boils every activity down into how much gold you can make from it turning the game into a sweat shop instead of something you do for fun.
@@DoktorJammified Yep, exactly what I meant. I can't do anything in the game without making the conversion into how much money that is irl. It's pretty soulless.
They. Burned. Down. Teldrassil. We lost Darn, which yes admittedly wasn't a heavily populated city - the horde lost... The Undercity? Really? How in the world was that equivalent. The Alliance lost an entire ZONE, one of arguably the most aesthetically pleasing on Azeroth. And to rub salt in the wound, we didn't even actually get to kill Sylvanas?? After all of BFA & Shadowlands and all she did - she gets a goddamn redemption arc? "Oh she just genocided the... Night Elves because... A *human*'s actions burned Quel'Thalas and turned her into a banshee??" So stupid. Tyrande was justified in her vengeance quest, and the new little tree/emerald dream zone in DF doesn't even come CLOSE to making up for the colossal storyline fuckup that was burning Teldrassil.
I admit nightelf city and zone were beautiful and I would likely play them if I was alliance. However I used to exclusively make undercity my main city. I liked it aesthetically better than any other city really. It was also the first city I stepped into when I started playing. It's nostalgic af for me. But yeah, losing an entire zone is probably a bit harsh. Even if undercity was much more popular than Darnassus
@@Evelaraevia totally fair viewpoint. Undercity was my least used city, solely for the fact that I couldn't use my flying mount in there - by contrast to all other Horde cities. The aesthetics? Top notch amongst Horde cities- can't even begin to argue that!
My worst WotLK feature was the way parties got split up by phasing in the open world. I was playing with a group of friends one night a week and it killed our group completely.
Assuming you do take that as an expansion feature, instead of a feature of the actual release, it seems extremely minimal. The impact felt by early access will be gone within a couple weeks by the people who GOT early access, and those who didn't don't have their gameplay impacted in any way. You can argue it's bad practice and scummy to do, but in terms of impact on the expansion itself, early access won't do anything at all.
Naaah. It's the woke'ish Storyline again. Plus a strange Creature which apparently is supposed to be a *Lothar* but there were *NEVER* something like "black Elves", or "black Lordaeron-Humans" in Warcraft. You know what ? I don't care *SHXT* if these People working at Blizzard are butthurt over US-America electing Donald Trump in 2016. And i don't care how much they hate or loathe white People. I just don't care. This does *NOT* give them the right to blackwash Player-Cities to show their Disdain for the West and their Customer Fanbase, and it does *NOT* give them the right to turn WoW into a full-shitten, smelly Corpse and Skeleton of what WoW is actually supposed to be.
You notice how bad the Times have gotten when in the Past, Racism and Racists were openly condemned : but since the likes of *2017* they can *OPENLY* ruin Entertainment Franchises in VideoGames and Movies - and nobody is saying a thing against it, and pointing this Excrement out is allegedly Racism. (lol) Ashes of Creation can not *POSSIBLY* come out early enough - to hopefully take away at least one full *MILLION* of Players from WoW - hopefully permanently.
WoW was still good and dandy in Legion. And *THANKS GOD* for Chris Metzen *"evactuating"* my dear Lord Illidan to the sealed away Titan Pantheon along with Sargeras and his fellow Titans. Evactuated *JUST IN TIME* to not get shat and pissed all over like it got done to Sylvanas, Uther, Arthas - and a few others. I am so sick and tired of being supposed to pay Money to Racists who *hate me* and my Ethnic for existing and think they are entitled to ruin my favourite Fantasy-Universes for me - in an eternal attempt to "fight me" and meet me with Hostility for my sole Existence alone.
My worst features/aspects of each version of WoW: *Classic/Vanilla:* Over dependence on RNG for getting gear, items, and even quest items. (Remember headless raptors?) *TBC:* Attunements and massive power gap between vanilla and TBC. (Remember replacing those hard earned epics with the first quest greens you got?) *Wrath:* Argent Tournament grind and Gearscore, which was an add-on and not Blizzard's fault, but was still annoying and toxic. *Cata:* Patch 4.1 and cut content for the sake of, "keeping to a theme." Seeing the unused entrance to Abyssal Maw still makes me sad. *MoP:* Pet Battles. Mostly a frustrating waste of time. *WoD:* Garrisons and trying to center everything around them. Patch 6.1, the S.E.L.F.I.E. patch, still the objectively worst major patch. *Legion:* Mythic+. Blizzard has wasted so much time trying to balance Mythic+ that the rest/majority of us players got neglected for so long. *BFA:* The Azerite grind, the chore list that provided us, and Horrific Visions. *Shadowlands:* The Maw, the Eye of the Jailer mechanic, Oribos the Eternal Airport, and of course Baldy McNipples, (a.k.a. The Jailer). *Dragonflight:* The patch cadence which made it punishing to take breaks from WoW, and resulted in broken and buggy content. Zaralek Caverns and all the OP spongy rare elites they expected you to farm. Enemies that constantly knocked, pushed, tossed, and yanked your character around. The grind to upgrade the Iskarra fishing gear. Also, the lame fluff quests.
People didn't replace epics with greens. Not from hellfire anyway. Blues from ramparts were comparable to bwl gear but greens were not close until you were well through the expansion.
What I always say in reference to MoP is that it was fine, but it felt like it was meant for something different. You know how in the old Spyro games if you 100% the game you get a bonus level to go have fun in, there's no stakes, just fun. If they had treated expansions differently, they could have ended on MoP with Pandaria being an endgame level fun-zone. If they were to make a classic plus that included all TBC, WoTLK, Cata, and MoP content, but never increased the level cap, it would create basically an entire new game, or way to ply the game. In that scenario you could use Pandaria as a fun-zone and it wouldn't feel wrong. That's the whole problem with MoP, conceptually it was based on a joke character from the Warcraft universe, and they made a whole expansion about it. The expansion was good, but it was masked by this over the top ancient china look. Why is there a whole expansion that's just "China" in looks? TBC was all custom architecture, WOTLK was combination of vikings with custom nerubian, elf, scourge, and troll architecture. Where's the variety in mists? Jin'yu and Hozen are minimal in their exposure, the Mogu are just more Chinese culture, and the Klaxxi are the only truly interesting race added in MoP, and they're essentially relegated to one zone. If they did do a classic+, doing what I had talked about would fix a lot of the issues that came with each expansion. They could have each raid tier be in line with 3 other xpacs tiers, and they could all have different bonuses and benefits, make all xpac zones 50-60, remove LFR, don't switch to ratings, keep %'s (as far as hit/crit/dodge/etc), and don't add flying(I know not everyone thinks that's a good change, but if you never had flying, you wouldn't think of it like that, and it kills the feeling of a full, lived in world. When you roam around questing and see a raid team on the road headed somewhere, that adds to the atmosphere. I could maybe see myself saying keep flying in outlands, but not on Azeroth). That all changes the game so drastically, no content will ever be truly necessary because if you don't like classic T2, go do WOTLK T2, and mix-match the raids you want to do, of course there would still be a meta, there always is, but this changes the meta to have more options and be more customizable. A lot more would have to go into this than what I've mentioned, but my brother and I constantly talk about what they could do with a classic+ that would feel like classic, while including all the interesting things from later xpacs that still felt like WoW, and these are the top changes we would make to have the game feel as massive at max level as it did when you were level 12/13 leaving your starting area, and give you many more options for what you want to do. You have professions with plans from all over doing various things, reputations for mounts all over, titles, achievements, whatever it may be. It would open the endgame up massively to do this.
I can't disagree more with attunement chains being bad. In fact, that's one of my favorite parts of WoW. Since everyone else had to do them, I could always find pugs to do old dungeons / raids with for my alts. Whatever guild my main was in, at the time, wasn't going to run old content, but pugs did. I had one of every class in TBC on Alliance side, and nearly every class Horde since at level 70. Just about all of them at least had the Kara attunement done. Most had the Champion of the Naaru / T5 attunes done. My main had T6 done, of course. I think several other alts had, or were close to it. Actually, I remember in vanilla, you could find pugs trying to get the Onyxia and BWL attunement chains. It really sucks Blizz did away with them.
Not to mention that Ony and BWL attunes were gated behind UBRS attunement, if no one had the key. MC attunement also required a group if not a rogue/druid.
SPOT ON. There was ALWAYS guildies and a pug or two doing attunement runs. Sooo much stuff to do, not because you had to, but because you wanted to. Doing full attunements also weeded out the trash so to speak....IMO. My best WoW memories are from TBC. BE arcane mage for the whole expansion with a dozen alts 👍👍
Congrats on having no life, but no everyone enjoys doing old content just to get a person able to even enter the new content. It was done away with for a reason and Gatekeeping was the biggest reason.
This 100% it was awsome to go back to tbc when it was the main thing in classic i personally stopped classic after tbc ended it was great going back and playing bringing back memories of being a teenager again
It would be doa tbh. There's a much smaller interest for tbc than vanilla, and classic era only has around 17k total players across all regions. I would expect tbc servers to be like a third of that, so each region's tbc server would have 2-3k total players.
I STILL havent touched my Sunwell Priest, still level 70 and hasnt gone into Wrath or Cata. I had literally everything I wanted and I would still love to pug raids on it if I could. I loved all of the raids this xpac so much.
Vanilla - quest design. Considering the prevalence of quest chains that inevitably lead to elite content (dungeon based or open world) you can't complete without a group, this design only works well when you have an active, sizeable server population that is actively leveling new characters such that you can randomly run into people on the same leg of the same quest. That's fine for about half the life cycle of the vanilla content, after that the bell curve for levels shifts hard to the right and so few people are actively leveling midrange characters that you'll sit outside the Troll temple in Hinterlands for days and not run into anyone else needing to save Sharpbeak or whatever. TBC - arenas, hands down, and this affected the game all the way through at least Wrath. PvP started to drive game design, which inevitably affected PvE mechanics. They tried (and ultimately failed) to have separate PvP and PvE stats, but whatever arena flavor of the month makeup was dominating would dictate what classes got the ever loving shit nerfed out of them next patch. Wrath - LFG, and it's not even close. It absolutely fundamentally changed how players interacted with the community (as in, they no longer did). Everyone just sat in Dalaraan on the bank steps at either side of town and waited for the queue to pop. Worse, Blizz doubled down and added cross-realm grouping. By the last few months of the expansion, if you tried to put together an old school same-server PuG and actually travel to the dungeon to use the meeting stone or zone in, at least one person in the group would have no idea how to get there. Cataclysm - The talent "streamlining". I really didn't enjoy the changes. Mists of Pandaria - I stopped playing just before this xpac released, but I know that the talent system overhaul was godawful.
Scaling destroys progression from levels, and instead makes players focus on iLvl when they reach max level to progress. The only time you really feel that progression is at max level as you work to get BiS gear and improving your performance rather than just getting better with levels.
Classic: everything being half-finished. TBC: Too many attunements WOTLK: Vehicle combat Cata: The overtuned/overdesigned "difficult" bosses/dungeons MoP: Honestly, was fine. Nothing really jumps out as particularly bad. WoD: Pathfinder & the cut content. Mostly the cut content really. Legion: The focus on raid-wide one-shot mechanics in boss design. So. Many. One-shots. BFA: doubling down on the worst of legion for a lot of things. Also azerite gear, also the sheer amount of daily nonsense... SL: doubling down on the worst of BFA; also the story; also crafting legendaries... DF: doubling down on the worst of SL; also the crafting system; also dragon flying; also the talent trees being an utter dissapointment. TWW: doubling down on the worst of DF.... Those last few expansions are showing a terrible trend...
1) Classic: obtaining Gold was really hard (I hate selling at the AH) 2) TBC: Raid attunement (and raid size switch) 3) Nothing, really 4) Cata: Patch politics. 4.1 introduced only 2 (reworked) dungeons that were the only two picks of LFD, while the raiding community was stuck in T11. 4.2 introduced a new raid but nothing to do for players who didn't raid. They had the consolidation price of being stuck in ZG and ZA. Crappiest time in all of WoW. 5) MoP: Timeless Isle grind. Lazy zone, lazy content. 6) WoD: Cut content 7) Legion: was fine. 8) BfA: Azerite system 9) Shadowlands: Story 10) Df: the new crafting system. More obstacles to craft soon-to-be-worthless items 10) TWW: Didn't notice it in DF, but I don't like to be forced into Tirna Scithe or other timewalk dungeons while some heroic versions of current duneons aren't available for weeks. Why NOT JUST ADD them? Who thought this was a good idea?
For me, the worst part with Vanilla was the limitations on gear and specs for certain classes and end-game Raiding, like how Paladins *had* to be Healers. Literally the ONLY piece of mana-granting high-level Tank gear in vanilla came from Scholomance, and wouldn't last past Molten Core for content. I was one of the few tankadins in vanilla, though I do have fond memories of absolutely *obliterating* Rogues in PvP by letting them stack Reckoning on me before I finally swung back.
The story in Shadowlands was so bad that I lost all interest in the game after playing for over twelve years. I guess I must thank the writers' team for ridding me of addiction
Now i wanna make my list of best and worst features Best 1. Vanilla - the slow pace. No rush to get to max level, no FOMO, it was a really cozy experience. 2. BC - the atmosphere. Blood Elves, Draenei, the whole of Outland had such a haunting yet sublime appareance, it really felt that, if you made it to Outland, you were somebody 3. Wrath - the leveling. I think that Wrath nailed the sweet spot when it comes to leveling difficulty. Not too hard like in Vanilla and BC but not to face-rolly like in later Xpacks 4. Cata - race/class combos. Night Elf Mage. 5. MoP - the tone i guess? The actual storylines were far more mature and complex than the earlier and even later XP-s which do sometimes stoop into 3edgy5me territory 6. WoD - the garrisons. I loved having my very own settlement however i agree they need to be nerfed and have the mission table removed. 7. Legion - easy one, Demon Hunters/ 8. BfA - the writing? I loved the character development of Jaina, Tyrande and the rest. 9. Shadowlands - nothing. Everything was so ugly, tacky, grindy, i guess the only redeeming quality was having a sensible flying achievement. 10. Dragonflight - SKY RIDING BABY Worst 1. Vanilla - class imbalance. Srsly only 2 attacks for Paladins? 2. BC - overly draconic attunements. I like the idea of attunements, but they should be more account-wide or at least more solo-able 3. Wrath - the artstyle. Zones, gear, models, everything is super ugly except Dalaran 4. Cata - the revamp. I'm sorry but most low level zones are just too high-stakes for a beginner player plus the leveling process feels like a chore. 5. MoP - the character assassinations. WTF did they do to Garrosh and Jaina? 6. WoD - removing flying. 7. Legion - world quests esp the daily one when you receive +1500 rep for a faction. Grinding the flying achievement was a menace. 8. BfA - the systems and insane list of daily/weekly tasks. 9. Shadowlands - everything lol. Zones, end convenants, end game content, atmosphere. 10. Dragonflight - the dragon race looks too goofy to fit in WoW. It reminds me of scailie fanart. Dont google scailie.
I think you missed a mark a bit. Vanilla: PvP system that makes you compete against your own faction, rewarding unhealthy amount of gameplay. The Burning Crusade: Flying feature that made the world smaller and killed world PvP. Wrath of the Lich King: Introduction of in game shop, opening a can of worms that still rots the game today. Cataclysm: Looking for raid, obviously. Mists of Pandaria: Character level boost being essentially pay to win. Warlords of Dreanor: WoW Token, even more pay to win. Can't really speak for other exapansions, I gave up on retail by that point.
Flying didn't "kill WPvP". It killed assholes cowardly jumping players who are recovering from fights or are being taken advantage of in some weakened state and griefing them.
@@xaulted1 That makes the world dangerous and exciting. There is no World of Warcraft without Warcraft. If those Alliance vs. Horde encounters are not for you, feel free to play on PvE server.
@@lgner There are no PvE/PvP servers. If stealthing around looking for someone you can't challenge face to face, but can only beat them by ganking them while their back is turned is PvP to you, you're a sorry excuse for a player.
While the intro of the cash shop would be the direct harm of WotLK, I'd argue that the LFD feature is just as harmful in the same vein as LFR. Also, the introduction of Activision into the Blizzard manifold didn't help.
I think my list would be as follows: - Vanilla: The Grindy and as hell pvp system - TBC: Attunements ( TOO MANY TIMES) - Wrath: Gear score (Overall not much to hate here beside silly things like gear score or even the idea of REAL LIFE ID on battlenet -> just bad stuff for the community) - Cataclysm: I think LFR but also especially the Cata version of LFR, the dropping 25 players and praying they can complete it challenge was a nightmare - Pandaria: Gear upgrade/reroll system (dailies and weeklies being second to that, the amount) The amount of time to spend rerolling for the 'perfect' setup/ upgrading the gear was just ugh - Warlords of Draenor: Cut content (unlike most i think warlords content was pretty good/solid issue is there wasn't enough at all since they rather focused on legion then WoD during its time) - Legion: Artifact weapons (Legendary RNG is solid 2nd place tho) Artifact weapons just created a snowball to other expansions with grinds and the fact that it was a 'he who grinds, he who wins' system is a yikes not to mention on how alt unfriendly it made stuff, i think the concept is cool but the execution of it was through the roof bad - Battle for Azeroth: Azerite and anything its involved in, while story was pretty nice, the neckpiece the armor it all just flopped due to undertuning/bad effects, only a while later when they gave the neck their special power system did it get slightly better but it was a bad execution made based on 'LEGIONS GOOD JOB LIST' - Shadowlands: While many of its features are frowned upon, story is the must go here, it failed so much that i made me not want to bother anymore with it - Dragonflight: The craft order system (with the amount of timed open world content second, its too much, almost like its a themepark) The craft order system was majorly succesful for me but its public version was a big flop also the amount of items that can be requested to craft, -> why not just put everything available there it allows people to choose mats vs buying the full on item on AH, I think while being a solid system within the expansion it was one of the bigger mishaps to come around - War Within: No clue, as i quit end of dragonflight
Gear Score wasn't a Wrath feature: it was a community-driven thing stemming from a single addon and the moronic Classic playerbase decided to make the same mistake all over again by using it again.
1- Vanilla: immunities. Immunities suck. Especially in mandatory content that you more or less have to clear, because everything is tiered and you HAVE to do everything in a row before reaching the most relevant stuff. It literally made some classes useless, like Mage in Scholomance. Also having to farm specific gear that has resistances so you don't die against specific bosses, but the gear otherwise is objectively worse than gear you already had. Ugh. 1b- Classic: Season of Discovery. The entire point of Classic was to bring back the original experience (which you weren't getting anyway since some things were changed), but now they are making huge changes to endgame and adding more and new content. It's a totally different experience. 2- BC: Lockouts and being forced to clear raid tiers on all characters sucked, especially if you had limited time. This feature existed in Vanilla too. Introducing catch-up dungeons, like Magister's Terrace, was great. 3- Wrath: Content uniformity. 10m, 25m, 10H, 25H. 4 different raid tiers essentially, some way more overtuned than others. 4- Cata: Cut content. Lots of broken story ends, particularly Vash'jr and the Abyssal Maw raid. LFR in itself is a fine concept but it was poorly handled and filled with toxic people. 5- MoP: Actually a very solid experience in hindsight. I think the rare BoA items were poorly handled and ultimately meaningless after future changes. 6- WoD: CUT CONTENT. So much cut content. Blizzard literally abandoned the expansion a year in to focus on Legion. The result was WoD felt awful and Legion felt amazing, probably by simple comparison and desperation. 7- Legion: Mage Tower. Nuff said. 8- BFA: Character assassination of Sylvanas. She'd been going downhill for a while, but she REALLY went down here. 9- Shadowlands: Lore murder. So many retcons, and the doubling down of Sylvanas. A lot of fine concepts here, very very poorly handled. There should've been a lot more lore spread and establishing the Jailor and his motivations. 10- Dragonflight: Dracthyr being forced to be evokers, and NOT getting a tank spec. Even when they got a 3rd spec, it was just a hybrid caster/healer spec, to go with their already existing healer and caster specs. It should have been a Drakonid race, based on the existing npcs, with full classes available, with Evoker as a race-specific class. 11- War Within: Not sure. Pretty solid so far. Personally, I rather dislike the first Raid, but it's more of an aesthetic reason.
Enemies scaling to your character level and item level would be the biggest flaw in my opinion. (If we discount wow token, level boost and everything else the shop brings into the issue bucket.)
Raidfinder could have been one of the best addition ever, all they had to do was: 1. No set items, only non set head, shoulders etc. 2. Only stat-stick trinkets, no trinkets Normal/HC raiders would ever pick over "regular" raid trinkets. 3. The items would look identical to Normal, so you don't need to go there for transmog either. That way Normal and Heroic raiders (and eventually Mythic) would NEVER EVER have a single reason to do it, and it would only be for new players or alts perhaps. What sucks with LFR is that it feels maybe not always mandatory, but beneficial to run them even if you normally raid higher difficulties.
Vanilla: debuff limit, the PvP ranking system, world buffs, and spell batching tBC: fyling mounts and draenei WotLK: Dungeon finder and character power creep (i.e. AoE for everyone, movement for everyone, everything for everyone) Cata: World revamp, and trivialized and predictable leveling experience MoP: Pandareans, Pandaria and monk, pokemon pet battle system WoD: Garrison and cut content Legion: again power creep BfA: character upkeep, daily chores SL: The whole existence of the expansion in every possible aspect DF: low quality cutscenes, cheap dialogues, infantile behavior of major lore characters. The whole expansion feels like a cartoon for toddlers.
Wrath: LFG... cause it basically lead to the same issues we have for LFR and raiding and I feel it's what made normal dungeons turn into leveling fodder or a waste of time. Yes it makes things more accessible but they spent way too much time dancing around effectively turning heroics into the new normal dungeons. Cataclysm: Reforging and all those extra tertiery stats on top of the secondaries with softcaps that fell off if you could maintain them. Nothing more frustrating that realizing you have to sim possible rewards in advance to find out if something actually is a reward or needing multiple items to make one an actual upgrade because it changed your overall reforge+enchant layout. MoP: only complaint was the content FLOOD early on. Tillers, Celestials, Shadow-pan... so many rep grinds and was overwhelming. Really not a terrible thing to complain about all things concerned. Legion: This is a tough choice... I want to pick Artifacts or Leggos... I will say that this is where the story also starts to falter for me due to plot holes and order halls not really coming back around much given what happens in some of them. Artifacts... I greatly disliked some of the choices on the matter and some builds felt like they got entirely reworked for artifact flavor rather than having the artifact build into the class fantasy. But it's true Leggo RNG was absolutely attrocious and because you COULD get sephuz secret or another option and utterly hose any chance of getting somethign actualyl worthwhile for your specc... ugh.... WoD: Garrisons, mission table... not fair to play cut content as a feature as it wasn't a feature added... I mean Wotlk had dog fighting air ships on the physical box talking about wintergrasp
The ingrained, perpetual sew-saw surounding class ballance is my top pick for every expansion. From the constant reballancing, every hot fix, to the one-time try per expansion. Sometimes, it felt like you had a new class every week, while other times, your chosen class was just a total wash for an entire expansion.
Unpopular take… I think mythic was the worst thing that happened to community and dungeons. It just turned endgame into a frantic face roll. I liked old school slow pace that took strategic pulls with CC management. I’ve been enjoying delves to slow down and give that nostalgic feeling.
The introduction of Thunderforging takes it for me. In part because I like Pandarens (I cannot accept "they don't belong" in a world of gnomes, tauren/taunka, tuskar, etc), and also because it set up so much damage down the line. Although I do like the upgrade rng applied to leveling since it's fun to have a stronger item for a little bit when it doesn't really matter and only lasts some extra levels. But I gotta agree on Dracthyr, add in a bulky version and let them wear armor, cause as is it feels very tone deaf - no naga in regards to armor and stylistically they're the opposite of what people were interested in since Vanilla with the bulky drakonids as you said. (Also Vanilla PvP ranking is at least tied with debuff/buff limits, since it is almost certainly literally unhealthy with how much you need to play and all that)
I hate dragon riding. Nothing i like more than trying to quest and oh shit, no stamina so let me wait for that shit to recharge so i can go up this mount with no other way up but to fly.
Not sure how u run out often enough for it to annoy you. Do you use the ability that gives you 3 charges of vigour to use ? You can also just switch to standard flight if you really dislike it that much
I agree, dragon riding is such a Reinventing the wheel when no one Asked situation. While there may be ways to maximize "air time", having to wait for stamina to charge up at any time is kind of annoying when you are questing
I can guarantee that just means you’re flying wrong; I never EVER run out of vigor. In fact, I rarely have to even use that ability that gives you vigor. I imagine what you’re doing is just flying straight from point A to B while just being parallel to the ground the entire time, and spamming your dash until you run out of vigor. All you have to do is just instead of trying to fly directly to your destination, fly straight up with space bar until you’re almost out of vigor, or close to a ceiling, and *then* fly towards your destination, but at a downward angle instead of straight at it. Then, not only do you maintain maximum speed the entire time, but while you’re at maximum speed, vigor recharges as fast as possible. Meaning that you can also use dashes as often as possible while still also traveling at max speed. Aside from that I would just say save your vigor as you get close to your destination, and always land with at least 3. You really need at least 3 to be able to get to a sufficient height to do the aforementioned strategy.
People defending this garbage in the replies lol. People only use dragonflying because it's fast as fuck compared to normal flying, otherwise no one would interact with that shit.
What pisses me off about the Dracthyr is how you couldn't choose other races as your visage and instead you get these weird elf... things... Like what they should have done is make Evoker available for every race and the race you choose is your visage. Also I know you're not a lore guy but in case you care, this whole thing with visages being deeply personal and not something the dragon chooses is a retcon. Visages were introduced as just a magic spell dragons cast on themselves to interact with mortals. They weren't super personal, they just chose an appearance that conveyed how they wanted mortals to perceive them. That's it. Which to me made WAAAAAAAY more sense.
Perhaps a bit of a hot take, but my MoP pick is the easiest thing ever. It would be cross-realm zones. I knew the moment they announced that feature I'd hate it. Yeah, yeah, tell me all about how WoW is an MMO and you should see people, I'll tell you about how many people complained about the LFG tool in Wrath because it put you in a dungeon with random people from random servers, destroying community. CRZ did that just as much, if not worse. I can only imagine most people don't actually care about other players they see because they'll never be seen again, much like in a dungeon. I know I sure like having people from other servers waiting around to skin a mob I've pulled with intent to skin it myself, having to play a game of "I will let this corpse despawn before I loot it if you don't leave, neither of us will get this skin." Other players are set dressing at best or an active detriment at worst. It's not so bad now that they added the tagging without being in the same party thing, but originally I very much knew that it would make questing in the old world a lot more difficult then it had to be. I wasn't wrong. Didn't like that part very much either.
I'm really disappointed that they have still yet to fix Dracthyr. It can't be that hard to add more body types. If they want to continue with the body types barely making a difference, then not only do we need a body type 5, we need body types 5-10 so there will be something that looks decent somewhere in there.
9:45 The criticism of MoP even at the time was literally a 'vocal minority' situation. Everyone I played with was stoked for it from the announcement and thoroughly enjoyed the expansion while it was current, myself included. I recognized at the time, luckily, how good the expansion and gameplay was so I didn't miss out on it - though I will happily play MoP Classic if and when that day comes!
While I did like MoP, the playable pandarans just didn't work for me. I did try one in the starter zone, but the movements just were offputting. I've had the same thing happen with Kul Tirans, Vulpera, and the Drakthyr. I won't knock anyone for playing them, but they're just not for me.
@@ehmwhy Far from everyone. Like I said: it was a very vocal minority. When people really like someone they don't have 'review lift' campaigns, but 'review bombs' when they hate something? Oh, yeah. Not my fault if people can't do the simple research it took to find out Pandaren in WarCraft predated KFP by years before they go getting mad online, too. Also, don't forget, this was at a time when people were looking for a reason to be angry at the devs. Dragon Soul had been the current raid tier for quite some time and it's lackluster finish - as well as the frosty reception Cataclysm had as a whole - left people primed to be angry very loudly online at the smallest provocation. Also, I notice how it's very interesting through the years how people making your same argument always use the 'announcement trailer' dislikes as proof, but disregard the 181, 000 upvotes the MoP cinematic (released at the same time) has AND the 97%+ like ratio the Siege of Orgrimmar has, proving that, as per my original thesis, it was a loud minorities' hate campaign at the first announcement, which quickly fizzled out and was virtually nonexistent by expansion's end.
I didn't play enough during vanilla and tbc to have strong opinions on them, but; WotLK: Dungeon Finder. It was so awesome at the time, but looking back, it really hurt the game. No need to get to know people and be a pleasant person to group with, just spin the wheel and find four strangers. Cata: The revamp of the old world. Instead of giving each zone a tune-up, they got wrecked and are now stuck in a time campsule where the Twilight Hammer is permanently the greatest threat to Azeroth. Pandaria: Patch content overriding story content whether or not you've done it (Vale of Eternal Blossoms) which made it impossible to follow the narrative of the expansion if you lagged behind. Warlords: Garrisons. Legion: Can't decide between the legendary weapons, class halls being garrisons but worse, or randomized world quests. BfA: The progression systems. Shadowlands + Dragonflight: didn't play.
My biggest grip that killed WoW for me is how cinematic and how plot related the world went. The early days without phasing, were basically players organically coming across one another, thereby creating different stories for each player. The world was open, and the paws could do whatever they pleased. Then came phasing,and paws could only interact if they moved the same way and by luck, at the same time. And nowdays, i see WOW as a Single player game, where the story goes the same way, no matter what you choose. Everyone basically quests the same, and has the same expirience.
On attunements, I don't agree that it was a bad feature, I do agree that it was too convoluted though. Simple things like 'getting the key to karazhan' makes sense. not every BBEG just has a massive frontdoor and leaves it open to challengers, that makes no sense. but it also makes no sense to have to jump through 50 hoops just to get into a dungeon, plus: 1 key to the front door should suffice for the raid, I mean you don't close your front door and expect every visitor to go to the locksmith to get a copy of your key. (or throw your key through the window for every person that needs to enter...) I'd love to see things like small intro questline for raids that you'd need to do (at least 1 person in the group) just for flavour. like, technically the whole of icecrown was this sort of questline for ICC, the battle to get to the front door of the lich kings citadel. It makes sense, he protects his home with his undead minions. yet you could just fly over and enter on alts etc. having at least 1 person that storywise got to the point of opening the door makes sense. Karazhan made sense, you needed a key, but the process was too longwinded, something like "finish this dungeon" to get a key from one of the BBEGs minions and perhaps an 'it got bent in combat, go let a magic blacksmith straighten it" should be more than enough IMO, handful of steps and 1 person is enough for the whole raid. Same for the skip they added to raids, it's a good system, but "kill the bosses a few times for a skip to the last ones" can be done better, like have them 'drop a quest item' that ties in to blackmailing a servant to open a secret passage, crafting a key to a side door,... which then becomes the skip. Same exact process, but at least it makes a bit more narrative sense within the story. (sure having killed bosses 4 times for the items is weird since respawning isn't a thing storywise, but thematically you could say that you killed the boss once or somehow got your hands on a key another way, and this key opens a side door leading straight to the endbosses)
Idk when it got added, but I just resubbed at the start of this year and BY FAR my most HATED feature is Shards / Megaservers. Cross Realm grouping? Fine. Getting pulled to your group leader’s shard? Also fine. Queue pops and when you finish you find you’re in a new shard? Oh well, nbd. Getting randomly kicked into a new shard while out soloing? Not cool. Having your Grand Hunt reset at 1/6 and move to the other side of the zone? What the f*ck. Watching the pack of dead npcs you just killed disappear in front of you as you go to loot them? BULLSHIT.
Well in wrath you had your daily HC dungeon for emblems (later in the expansion changed to 7 weekly). Also you got emblems based on how many bosses you could kill + the weekly raid quest as well. So if you missed any of those emblems in one way or another you could potential be behind in power as it would take you longer to buy the piece of gear you needed. AP (Artifact/Azerite power) system wasn't made in BFA, but actual introduced in Legion with Artifact weapons. BFA just continued on it and Changed the Artifact relics for Azerite gear instead. BFA actual improved on the system by first of making AK (Artifact/Azerite knowledge) server wide progression instead of Char/Acc based (early in legions AK was char based, but later got changed to be accwide. The issue is that if you started late you still had to go through the slow as waiting time to research AK). Also by going away from Relics to Azerite gear you now could have different for different content. In legion since replacing a relic would destroy it meant you had to focus you weapon for a single content or play different specs for different content. AP was far worse in Legion than it was in BFA cause of all the restriction to the system. But once they got fixed in BFA it turned into a fine system. And even with minimal effort people would be at a decent AP level, with the more hardcore people being max 3-5 levels above (and the only people that would be above 5+ did the insane grind which is what people complain about). Extra Note: I feel the Thunder/War/Titan- forged system was a nice addition to the game as it actual brought an extra consensus to rerun content. But just like with everything else players ruined it by having the mentality that they needed to run the same content into oblivion of hoping to get that 1 perfect forged item.
I will always defend lfr. I think it absolutely gets a worse reputation than it deserves. If nothing else, the simple fact that it allows people who would otherwise not be able to experience the end game content a chance to see it is an absolute win for the community. Of course it will never be like regular raiding because you can't expect the same level of coordination from a 40 player of group as you would a guild. But it still allows players to see that part of the story. Which is usually a pretty big deal in terms of lore. It also has no negative impact on regular raiders. If you have the time to dedicate to a guild and raiding then you can completely ignore lfr. The players that lfr is designed for don't have the time to raid with guilds and even if someone does make that transition, the guild should be teaching them about raid mechanics anyway. Serious players will leave casual lfr players behind very quickly and rarely interact with them. Casual players still get to see the whole story play out for themselves. Lfr is a win-win for everyone. P.s. the point about lfr's impact on community is moot for the same reasons and let's be honest, the community is arguably at its worst at higher levels anyway, just try pugging a few keys and tell me all about that fantastic community spirit.
The worst part of Wrath by far, which still reverberates to this day, is tier-skipping/catchup gear. Ever since Wrath, the game essentially only has one set of raid content at all times, with absolutely 0 progression besides re-runs at artificially higher difficulties (just like M+). There is no progression at endgame anymore, which leads so many issues of modern wow, like the frantic need for new patches, excessive focus on non-group content etc.
You can blame that on the players that complain about needing to go back to do old raid for items. It happens almost once every expansion. Some trinket or weapon is extremely broken, next patch comes out, the scaling on it is stupid, everyone complains because they have to go back to the raid they were just at for their BiS, week later a hotfix comes out that nerfs said item by like 33-60% to make it worse so no one needs to do old content.
My List: Vanilla - Methods of levelling TBC - Flying WotlK - Dungeon Finder Cata - World Changes MoP - Spec homoginisation WoD - Garrison Legion - Content beyond release BFA - Azerite armour Shadowlands - Covenants Dragonflight - Setting WI - Setting Whats mad though is that many features they added would've been great if done properly like Garrisons. If they were done like OSRS houses it would've been amazing. Dungeon Finder if it was a board in a city that just helped you find people wanting to do dungeons. I could go on.
Respecing was the worst part of vanilla. Dual spec should have been there from the start. Or maybe the limited class balance, as Paladins & Druids could only barely tank by the time the level cap came around. TBC's attunements were tough, as dragging the bad players through Halls under the time limit over and over got old. The worst thing in Wrath was either Penetrating Cold or the group finder, as group finder was the beginning of the end for server communities. In Legion random legendaries sucked SO BAD due to the bad balancing, and similarly Azerite gear also sucked.
I think there is one big thing you are missing from Wrath of the Lich King that was far worse than simply "not enough non-raiding content", although it did get exacerbated by it. It was the initial implementation of 10 man raids [which lasted a VERY long time that expansion]. They were an utter disaster. They were so hyped up that you didn't have to bring 25 people to a raid and so many BC raiding guilds restructured looking forward to the 10 man raids only to fall to pieces when they suddenly found out they were essentially playing hardcore mode in the raids. The problem was, the 10 man raids were a billion times more difficult than the 25 man ones, yet still dropped a lower level of gear. Originally they designed the 25 mans to be "the true raids" so they dropped higher gear, but the hardest raids, and the world firsts all the guild were competing with were the 10 man raid versions because of the ridiculously unbalanced increase in difficulty that they had compared to the 25 man ones. Gosh for how long was Sartharion 10 man hard mode with all 3 dragons up considered the hardest raid that almost no one could beat while the 25 man was relatively easy. Same went for Naxxramas, so many bosses were so poorly tuned for 10 man, and once again you got lesser rewards for doing the "lesser raid", that so few guilds could beat many of the bosses on 10 man for a long while. It was an utter disaster that took ages to get fixed. Looking back at the northrend content you might not realize how bad it was, but if you were doing Northrend at the time, and as the video says there wasn't much to do besides raid, it was a huge flop on Blizzard's part. Plus the raid drop items were kind of a mess on another level too. They were often not just "higher ilvl" items for the 25 man. Yes, they were higher ilvl items, but they were also all different items and often had incomplete sets for many classes. Oddly enough I was playing one class where all my BIS tanking gear [and I was tanking at the time] came from 10 man Naxx. So my BIS tanking gear was actually lower item levels than the 25 man Naxx gear simply due to weird itemization. Overall though the 25 man naxx gear was better, but it was just weird for a few specs in a few slots. But overall easily the worst part of Lich King was the first raid tier was an utter mess on release that was very poorly implemented and was basically stuck that way until Ulduar finally came out. Not to mention the big raid for months was only really Naxxramas [the two onyxia sized raids were the only new ones at launch] given that Blizzard had deeply regretted launching in BC with T5 raids so early. But Naxx was also a rehash of an old raid, which yes while so few people ever did play original Naxx, it was still a rehash. But once again the biggest problem was the ridiculous scaling of boss fights to the 10 man raids. Honorable mention goes to one other thing in Northrend that going thorugh northrend now often isn't as noticable. Blizzard had just implemented their "vehicle" system that we are all very familiar with now. However, they went crazy with it and about every other dang quest in leveling had you do it, ulduar had you do it, final phase malygos had you do it, wintergrasp had tons of it, and a dungeon or two had you do it. The problem wasn't just the frequency though, is that they were often incredibly obnoxiously implemented with making the fights just more annoying than fun, and at the tie was incredibly buggy and janky for months. Plus just questing it felt like you were riding various vehicles shooting stuff through northrend more than ever just getting to play your class. Obviously in recent years they have fixed much of it and have learned to use the vehicle system more appropriately, but in lich king it was honestly a huge overused mess for the first half of the xpac. Some of these things, the vehicles and the 10 man raid difficulty, are often forgotten since they are essentially fixed by now, even when you go back to old stuff, but at the time were just a total disaster that while was not the duration of the entire expansion, still was a huge and significant feature for a massive portion of the expansion.
Man I did forget about the 10 man difficulties. It combined with the way WotLK opened up raiding to more casual guilds and players to create a really shit situation. A lot of casual guilds tried to transition to raiding but did not have the core 25 roster of players who were skilled and dedicated enough to raid seriously, so the more casual your guild was the more likely you all were to be stuck trying to progress Naxx 10 for worse versions of the Naxx 25 gear. A lot of players and guilds (including me) assumed 25 would be harder than 10, and many people who formed pugs insisted that having some Naxx 10 bis was mandatory for Naxx 25 (when honestly the reverse was closer to truth).
MoP is one of my favorite expansions, but it's likely because at that point in my life, I had tons of free time, so the massive amounts of daily crap was welcome.
I don't think the vanilla talent system gets enough hate. It was a jumbled mess which should have been a fun choice for players to make your character feel unique, but because you were pigeonholed into a specific role the actual choice was non existent. There was only one 'right' way to spec and if you weren't speced correctly people would kick you from raid groups. It was far less of a choice and more of a chore to have to google your best choices to spend points. Cataclysm improved on this in every way, making it easier to swap and removed the pointless filler options and gave you meaningful talents which all had a purpose for different aspects of the game.
I'm glad you listed flying. I understand why people would want it but as someone who loved exploring and encountering world PvP it destroyed the game for me. It's one of those things I feel people think they want but overall it's harmful.
Please specifically address which P2W items you are talking about. There is none, there are mounts but everything there is just a flavor of mount. There are no Pay 2 Win items though and you are a liar.
boosts and tokens, absolutely i agree. boosts absolutely wrecked the game economy, and boosts flooded the game with inexperienced players who didn't get the time to adjust to wow's 'language' and game feel, as well as creating a disjointed experience for new players. cosmetic items aren't so much an issue - the cosmetic store items just mean some pretty items are locked behind a paywall, i really don't see what's 'pay to win' about it, as they're cosmetic only. as a mount collector, i definitely am disappointed when a great mount design is locked behind a paywall, but i get it. besides they fixed a lot the problems cosmetic mounts on the store created with the trading post anyways - they even REGULARLY cycle paid mounts through the trading post, and backed down from making tender microtransaction-based. activision-blizzard is money hungry and scummy in a LOT of ways. shockingly, a lot of WoW's microtransaction model isn't.
Classic - Class Balance TBC - Attunements Wrath - Vehicles/Winterspring Cata - 80's Parodies replacing classic quests/Cesspool Guilds Mists - Scenario's, cool idea, bad execution WoD - Garrisons/Low amount of content Legion - Unlegendary Legendaries BFA- Warfronts, overpromised and underwhelming Shadowlands - Jailer/Story/ Dragonflight - Boring design for main bad guys, Raz just looked like the crappy mount you forgot was in your collection War Within - HighProfession Quality requirements + Timegated Profession Progression = you get to make money off one or two items before they become irrelevant with raids
I think TBC's Alchemy Discovery mechanic is infinitely worse than attunements; part of that is because attunements did get changed while that Alchemy nonsense is still in the game to this day, but Discovery as it was is still just as astoundingly stupid in Retail today, made even worse by the stat squishes rendering essentially every non-Transmute recipe pointless.
Classic Andies might have this list: Vanilla: nothing, perfection, how dare you ask me TBC: flying WOTLK: easy heroics/charity epics Cata: everything, it’s not part of the original trilogy MoP: everything, it’s not part of the original trilogy …. You get the idea
sorry that's the sheep, here's some alternatives Vanilla : PvE gear shouldn't be allowed in PvP, it should have a cash shop that you buy items from as you play along and get income like LoL etc TBC: Azeroth becomes useless & should have had quests back and forth Wotlk: Deathknights not starting at level 1 and getting a full play through experience Cata: inflation of damage, why does swinging a sword do 8,240,001 damage all of a sudden?
IMO Classic: Not enough viable specs TBC: Attunements in general, but especially for alts Wrath: Vehicular combat was incredibly half-baked Cata: Vashj'ir (I'm just terrified of underwater settings) MoP: Golden Lotus rep grind (and the fact that two important reps were locked behind getting Revered with them) WoD: Flying being removed or the sheer amount of cut content. Legion: Legendaries. You're right on the money with this one. BFA: Corruption pre-vendor, Azerite armor pre-8.1, or Essence acquisition on alts. SL: Shards of Domination. These were so infuriatingly bad that they almost singlehandedly ruined an expansion I otherwise still managed to enjoy and could write a whole essay on how these were almost game-killingly bad. DF: Augmentation TWW thus far: I don't enjoy Delves, but they're just not made for players like me, so idk. Too early to judge.
I agreed with most of these picks, except for dracthyr as the worst of Dragonflight. I know a lot people wanted or expected the giant wyrmkin to be made playable as a dragon race but I've always found them very goofy with their tiny heads and oversized body and feet. The dracthyr make a lot more sense as a "dragon" race since they have wings and actually reptilian faces. It would've nice for larger body options but with how the dracthyr are currently they have cemented themselves as a favorite of mine. I think the worst part of DF was actually the addition of the augmentation spec to evoker, it ruined balance in season 2 and caused other classes to get nerfed simply because aug buffed them so much. Maybe I'm just salty that I couldn't play my Devastation Evoker in M+ for half a season The lack of transmog in dragon form is unforgivable though, especially because of how good evoker tiersets look.
What is strange is that for the Classics, IE the Burning Crusade classic, the devs seem to have slim down atunement, wrath classic brings back dungeon finder which for some of us who play the "community unaccepted classes", its a godscend, as for Cata, Raid finder did not return apparently, there are still tons of odd adjustments like Druid's feral and guardian class tree is still in one category. As for worst on launch, the worst feature of Warlords of draenor was the stat reduction, severe stat reduction to the point future expansions will mean, I have to spend 20 straight hours dungeoning. Yea, fighting enemies was a slogfest and getting into a fight with two was guaranteed death. Even with heirloom gear, it was still a slog fight. Yes I stick to Classic quite a bit and very out of hte loop when it comes to retail, now I must ask, what the fuck is going on with The War within? Because past game trailers before Draenor, were great about showing what will come. War within, it feels like its just a modern game trend, a cinematic trailer with nothing to show.
Good video. I agree with most things, other than your pandaren criticism. Most races in WoW truthfully look goofy. Trolls, taurens, gnomes to me aren't any less goofy than pandas. I really feel like they fit in fine. And have technically been in Warcraft since atleast WC3 with brewmaster. Also ive actually surprisingly really liked the underground zones in TWW so far. Doesn't feel nearly as claustrophobic as i thought it would. Seems surprisingly open. Hallowfall is definitely the best of the 3 though!
Vanilla was unfinished, and negative feature of all new expansions was, that you have stopped playing the old ones. For example, if you start playing WoW during TBC, you probably never visited Vanilla raids, just rushed towards levels and Dark Portal. And the worst thing for WoW was when all players stopped moving around the map and just sitting in cities and waiting for BG etc.
100% and is still a design fault that the game suffers from after almost 20 years, with the only thing the dwindling player base complain about being an extra grind for a gimmick-of-the-expansion gearpiece. Very disappointing.
Pandaren, the race that's been around since WC3, too goofy when there's gnomes and goblins? What a bizarre take. Rest of the video was straight gas though, definitely agree
It was a single bonus char in warcraft 3 expansion without any connection to the lore or the main characters. So not much to base an entire race on. Naga would have made way more sense.
I mean, Chen helped Rexxar and Thrall establish Durotar and then met with Jaina, also helping fight off Admiral Proudmoore. That's kind of important, no? Though I do agree, we definitely should have naga playable by now.
@@FloodclawKupo I repeat, he was bonus character. You had to unlock him somehow first or else you play the campaign without him. So storywise he played no part in it nor did he interact with any of the main characters. Therefor he didnt help fight off admiral proudmoore lorewise even though technically he is in the game. His character could be replaced by anyone else at that point.
"They don't really fit in" - I couldn't really agree more about Pandarens. They were a joke, a easter egg on W3 if you will, but that's it, they shouldn't have been added to WOW
For me, the worst feature in classic is easily world buffs. The buff cap problem exists solely because of the prevalence of world buffs. Some of the worst parts of Classic's culture are exclusively because of world buffs (guilds requiring full world buffs every week or you get kicked, not being able to play your character until raid time, dispelling and general griefing, etc.) It got SO bad that they had to add a special item to mitigate most of these problems near the end of classic's lifetime (similarly to how they tried to fix the problem of legiondaries). Honorable mention to the introduction of the honor system without any battlegrounds singlehandedly causing most pvp servers to become 99% one faction. They had to emergency roll out bgs sooner than intended but the damage was already done.
I would argue that the issue in wrath wasn't so much that there wasn't anything to do other than raids, it was that the alternate gearing route, doing a daily heroic for tokens, was toxic. Because everybody just wanted to get through them as fast as possible, to the point they didn't want anybody in the group who actually needed gear from the place. Classic adding beta and gamma titan things to the dungeons meant that people could indeed gear through dungeons as catch up gear, but they had to do harder variants of the dungeons. They still blew through them, but not to the absurd lengths they did at the end of vanilla wrath.
Island Expedition is genuinely my favorite fun activity added to the game, and the fact that it's still profitable to run today due to its range of transmog drops makes it even better. The fact that it was seen as mandatory during BFA really ruined it for a lot of people, that's true, but people are really too harsh on the activity when judged objectively today.
For me, the WORST thing about the Dragon expansion was suddenly, with no warning, the crafting currency we had been struggling to get all expansion was turned into a cheap, useless, gray.
The worst feature of cata was "rehashing old content". It's all you heard about at the time. The worst feature of wotlk was boring dps rotations and heals. Mages had 2 spells, healers just used flash heals and didn't even have to think about mana, add-ons told you where to stand in raids.
I think one of the absolute worst things they ever added was heirlooms. It removed so much of the satisfaction from leveling because gear upgrades disappeared. Dungeons had no other purpose than exp, and they increased the gap between old and new players.
I started playing WoW maybe a month into the start of vanilla... friend of mine played the open beta and ended up having to start over a couple of weeks after the game went live because of server issues. Turned out the server he started on literally caught fire as Blizzard didn't have anywhere near enough servers at the start. When BC was about to start and they had the Dark Portal event I ended up getting the Tabard of the Protector on at least one character, maybe more. Achievements and reputations? Just another grind... Remember folks... just say 'NO' to pugs. I also think Cata was when WoW really started going downhill... Li Li was probably my favorite NPC in Mists. I was also rather irritated how Blizzard apparently decided that Garrosh needed to become a villain... to be honest the whole thing left me thinking he'd been slipped some demon blood by the Burning Blade or something similar. I ended up quitting about halfway through BfA, got so tired of the grind.
The problem with Pandareans too was once MoP ended they didn't see any action until Legion. Blizzard never changed anything in the world to make them feel part of it.
in bfa i didnt have to think twice i immediatly said "scaling" i hated it so much that when you were fully geared you couldnt properly oneshot a fresh level 120
What I remember the most from BFA is very noticeable phasing. I know phasing wasn't new but I think it's when it came to the forefront it always made places feel empty, compared to whatI was used to. I always played on high pop servers and I guess their target number of people per layer was just lower than I liked. It's pretty ironic since it is intended to guarantee a more consistent experience, to me it became consistently underwhelming 😅 Add to that mobs and people sometimes disappearing when you cross some invisible frontier and they'd killed most of fhe MMO feels for me.
I love how you said that the garrisons were gonna be the closest thing we get to player houses for a long time and then 2 months later they announce player houses
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For TWW my pick is similar to yours. I am very underwhwelmed by world design. The island itself is...bad? Yeah, I'll say it, it's bad. It's regressive. It looks half complete in a way the underground zones don't. And even in the underground zones, I so very much miss the verticality of the Dragon Isles. At long long last, Blizz FINALLY developed zones with flying in mind. ... and then they didn't again. TWW feels like it wanted to be standard ground mounts only again. I miss the Dragon Isles as a play space, they've never done better and I think maybe they won't...
"they feel kind of goofy"
sir you play a gnome
Haha but despite the weird faces at least they make sense to the lore. Even Worgen and Gobbos in Cata could work but I felt like Pandas were just an attempt to attract the Chinese market
The problem is how they made them look and act. If they were made more like chen stormstout was in wc3 they could have been way more badass.
@@Sqied WTH do you mean? He looked even more silly in WC3. Pandas are just dumb and really feel like Chinese bait.
@@bisquits62 "attempt to attact the chinese market" is the absolutely dumbest argument ever my guy
@@bisquits62but Pandaren were in the game since Warcraft 3, and Worgen were only added in as mobs in Vanilla WoW.
The Jailer is possibly the worst thing about half of these expansions considering the retcon going on
The jailor succeeded
in removing everyone's interest in the lore going forward.
@@flazzorb 100%
The Void lords already reached his ambitions before we did
@@EnderGoku9001yeah but they werent lorebreaking
The Jailer was lazy writing, egregiously bad and lazy fucking writing. Any writer who actually knows what they are doing would never make this mistake.
There was no build up to the Jailer, he was hinted at the end of the previous expansion. Just some mysterious puppet master who has been pulling the strings of most of the villains throughout WoW - that wasn't a good set up, it was just removing agency from some really good villains. Arthas, probably the most iconic and successful villain of the Warcraft universe, reduced to just a pawn of someone who didn't actually exist when WoTLK happened.
Then he was a colossal disappointment when he finally was revealed. One dimensional and only speaking in mostly edgy one liners. He had no depth or personality. They tried to force a story narrative in Shadowlands to build up some backstory but it was not nearly enough.
The Shadowlands fucked the lore canon of the world as whole.
Fuck Steve Danuser, he's a sham of a writer. He just wanted to force his OC into a world that wasn't his creation. He probably had some story he wanted to tell, but not the skills to actually write something unique - so he used an already established medium and shoved his story into it. I'm glad he's gone and regret that he happened.
I would love to see Wille do "the best feature of every each wow expansion "
Easy. The best feature of every expansion is the friends we lost along the way.
19:43
@@Boredonthejob i read his comment right at the part he said he was planning on doing this lol
Flexible raiding in MoP, Transmog, M+ > everything else
On the way!
How they butchered Sylvanas, my favourite character, in Shadowlands is criminal. Totally with you there, the story was so bad
don't forget her having an ability to one-shot in BFA
They made her so unlikable .... She was a good character... They missed up so bad
Retail wow died after SL. They fucked up everything.
@@jakecarroll5 Not really, i mean it has been selling so well with Dragonflight and now The War Within is beloved by everyone with Blizzard making Millions. Here‘s to 20 more years of WoW🍻
(Don‘t worry though i hate Shadowlands)
Not just sylvanas, every other character aswell that they revived. I quit after SL
After playing TWW for a bit, I'll have to disagree with the underground zones being the worst feature. They do feel pretty unique compared to the usual overworld zones we've been seeing over the past two decades. The art team continue to knock it out of the park with each new expansion.
If anything, the worst feature is most likely going to be the Hero Talents. Because while some are pretty cool thematically and helps enhance certain specs (Death Knights). The vast majority of them are uninteresting and feel forced because the devs were mandated to create them for every class. Time will tell if they get iterated on in the future.
Yea, for many classes they feel...meh. Luckily, the two classes I play have pretty cool ones (DK and Mage)
I like LFR and still do, it's the only way I raid since I don't have the time to join a raiding guild and dedicate a schedule and scheduled time to show up for raids and hope I get home in time to get in. Especially since my own schedule sucks. So for guys like me, LFR has been an absolute godsend. Because I love raiding.
I never got the hate for LFR. If you don’t like it don’t play it. Like you said a lot of people wouldn’t even be able to experience the raids without LFR.
@@bolo6062 i absolutely agree
Also the only way I raid - I like to just click a buttom and join some random people.
@chrisberg2 I literally had the best raid I'd had in years the other day in lfr. We owned up to our mistakes and wipes. We all got along. Told jokes before pulls. It was great. Most of us got something and no matter what we all had a good time. It was awesome.
I always like healing in LFR (although I'm a hc raider), because it's so chaotic and I like to rescue those that don't know at all what they are doing :D always fun. I love LFR :) Nzoth LFR was harder than HC btw :D
The worse feature from each expansion is the players
You seem bitter xD
TRUE
@@JohnRhinoTheThird truth hurts?
It really doesn't feel that way anymore. At least in my anecdotal experience.
nah its the added bots
1. Pandarans being the worst part of Mists truly is a testament to how solid the expansion truly is, as 'new race bad' is 100% a personal taste thing.
2. Personally, I enjoy the underground zones with skyriding so much more than the more open zones, because it's more engaging to actually fly around them.
Yeah, but that is a near majority opinion Tons of people felt like pandas did not fit. I hated Pandaria the entire expansion felt like I was not playing wow and don't get me started on the Giant insect bosses with goofy voices it was like turning a bad Power Rangers movie into a video game.
@@Entropian2012 But Pandarens fit into wow bc Chen Stormsout was there in Warcraft 3 so....
The worst thing about MoP was MoP. It was ass my man.
@@NG.4769Considering it had the two best raids ever added to the game and the best modern feature (flex raiding) oh and CM dungeons?
Yes, I bet you think WoTLK was peak 😂
@@NG.4769 lol it's the best expansion this game has ever had
Vanilla: Too many specs were not viable
BC: I agree on the attunements for alts
Wrath: Oculus (ok I am having trouble thinking of something bad lol)
Cata: Increased difficulty of heroics turned a lot of casuals from wrath away
MOP: Too many daily chores
Warlords: Crapfinder and the beginning of war on flight
Legion: Suramar, at least without flight enabled
BFA: Azerite armor effects
Shadowlands: I hated the disjointed zones and the Maw
Dragonflight: Overcomplication of professions
War Within: Continued convoluted professions
Heirloom gear? Are you guys fucking idiots????
"An illusion! What are you hiding?" still haunts me to this day.
I never understood that issue with cata. It wasn't even hard and teenage me in school could easily do it.
That difficulty is what heroics should have been all along. The casuals should have sat in normal dungeons where they belong.
@@Humpsterlicious The heroics were great in Wrath. The increase in difficulty and dumb mechanics in cata, then Ghostcrawler's condescending post, drove many people away. The sub numbers spoke for themselves. Your last sentence is everything wrong with the wow community these days.
@@trentosh1562 The heroics in wrath were easier than normals in vanilla and BC. That isn't "heroic" content. Also lmfao at "dumb mechanics" you mean mechanics you actually have to do and you can't just roll your face on your keyboard and expect to be rewarded?
It's casual players like you who dragged this game down by constantly whining.
Garrisons were such a wasted opportunity
Indeed. I enjoyed them as they were but they could have been SO MUCH MORE.
I mean... they are still nice. AH, Vendors, crafting areas, pet leveling... LOADS of collectables... I think people just didn't do as much with them
Personally I didn't mind garrisons, I think all the content in WoD was good, the problem was all the content that WASN'T there that was supposed to be, like farahlon zone, an entire raid tier, faction capitols, etc.
Wrath's worst feature by far: Ham-fisted vehicle combat.
The whole Argent Tournament is mind-numbing mount farming.
@@andrewm3210 ToTC is the heaviest reason I skipped WotLK Classic. Doing those dungs and raids again over and.over and over
Might not of been a feature as such , but the dungeon instance capacity issue during trial of the crusader, where you couldn’t get into a dungeon due to capacity
My money is on badge gear forcing you to skip 3 tiers of dead content
Guess I'm weird but I enjoy the mount combat, it's fun
You can't criticize Pandaren for being too goofy when there've been Gnomes in-game since '04 lol.
Gnomes are terrifying
Gnomes are classic fantasy characters. Pandarens just don't fit in the general theme of the game. But to be fair since DF the game became more Disney
What are you talking about? Gnomes are the only race choice for serious players
Gnomes fit in fantasy 100x over the definitely not pandering to china pandas
@@Malodis_ To make matters even worse, pandaren from the island (the one's the players play) have zero lore presence in the game. Literally none, Aisha (however you spell her name) and Ji Firepaw haven't done a thing in the game aside from one singular moment they had in the siege of ogrimmar raid. Now they just stand around the embassy.
The worst feature of War Within is the obscene amount of bugs. The expansion was rushed and it shows. SO MUCH stuff is broken. Guild banks especially. They are slowly fixing things, but as of now guild banks have not been fixed yet.
"SO MUCH stuff is broken" proceeds to name one singular thing lol. Wow players love to complain about everything still huh?
In hindsight I think the worst feature from wotlk WAS heroic difficulty.
Unless you have a system like gw2 where new content expands on the selection of activities to play, rather than replacing them, difficulty tiers only serve to hurt the game. Let me explain.
You add difficulties to a game like gw2, and you do ONLY what the primary intent behind the system is meant to: add options for hardcore players to push their skills further beyond the casual raiding content for greater rewards.
But when you add it to a game like wow, where every patch and expansion launch makes the previous one completely obsolete, you can notice an unhealthy pattern by looking at the dungeon journal for each expansion.
The very next expansion after heroic difficulty was introduced had fewer raids and dungeons to pick from, since they were able to make up for the cut in raid count by having multiple tiers per raid through difficulties.
Then the very next expansion after MYTHIC was introduced had the exact same thing happen.
So the problem becomes that difficulty options gave blizzard an excuse to make less actual content per expansion since difficulty options could fill the gaps
People still hating pandas after all these yers?
Yeah, it's just really stupid.
I actually liked Panda. I hated it at first and quit when it started, but It was fun during Draenor. I really liked Remix as well.
Yes
Literally not a single panda in my raid group.
@@sebastiansreaction But, do you have a lizard?
Worst feature of Wrath into Cata, players using gear score in Wrath, Blizz looking at that and making iLvl a required feature…
That wasn't a bad change, it just made gauging people's power a lot easier. Proving Grounds built on that, and I don't know why they got rid of it. I'd always pick a high Proving Grounds certification over a high ilvl, because it shows that they know what they're doing. A low-skill, high ilvl player will do less damage than a high skill, low ilvl one most of the time.
I’m of the mind that blizz made the right decision to include ilvl, albeit it would be nice if it had a weighting to account for BiS
The moment players made an integrated gear score, it was always going to be a problem and either blizzard integrates it so everyone has it by default or they try and ignore it and a bunch of new players end up being rejected from groups for something they didn’t even know existed
In fairness to vanilla, I do believe they have said that the debuff and buff cap, as well as the spell batching, were mechanical limitations of the time, rather than a design decision.
Yeah it's pretty dumb to call it a feature. By that logic, lag and server crashes would count as "features." LOL
MoP's worst feature was the talents. Not being able to go down a tree and pick your own build was brutal. No longer could you make a weird build. Nah, pick 1 of 3 shitty talents that you don't want. Better pick the highest dps one, otherwise you made a shitty choice.
Lmao what a moronic take. MoP talent tree was far better than anything that came before or after. Don’t pretend you made a “build” with the old talents, everyone used the exact same talents. MoP talents gave you actual diversity.
@@someguy9970 diversity? As in this talent does 400% ap and this one does 55% + 300% ap oooh, what a choice!
@@Frostgnaw
You are retarded lmao. You’re describing vanilla talents, not MoP ones.
@@Frostgnawdamage wasn't the point of versatility for most... It was utility, which is MORE important than dps when utility is needed
Especially concerning tank/heal talents, and pvp variation
@@Frostgnaw
You just described vanilla talents, not MoP.
The worst addition in Pandaria was easily the gutted talent system.
I quit in part because of that.
Who cares about talents every one uses the exact same ones since classic for optimal class performance
This right here would of been my pick. I remember when I looked at that the talents for the first time, half of them were useless and something I would never use. It is the reason why I never played pandaria.
@@pvp979gaming that's just not true. the DF talents greatly expanded the possibilities of how to build your character. Most of the points are the same, but you can change around a lot depending on the content.
reddit take
Surprised the world buff meta wasn't the worst part of vanilla classic over spell batching
World buff meta wasn't really a thing back in OG vanilla. Certainly not to the extent Classic 19 pushed it.
World buff meta didn't exist in vanilla
Say what you will, the world buff meta encouraged social behavior. I think it was mostly positive, at least on pve servers.
@@deconstructeddad2628 a positive result of a rather forced mechanic. Sure you can say that you truly didn't need world buffs, but the meta evolved and the mentality level of the game made it more of a mandatory thing (and thats just the basic world buffs and not going into the tiny obscure world buffs many minmaxers chased for). At the same time many players do chase the possibility of feeling massively overpowered and mighty, but many players also didn't have that desire.
@@Citanoo The speedrun meta*. It literally did not matter to have wbuffs, but everyone wanted them to get parses. That's it. It was purely optional, and it was very fun. It also led to dispel wars, which were a great way to feel better about being the weak faction on the server (SoD faction balance would've been very welcome). TBH, the only problem with Wbuffs was that they put your character on the level it should have been w/o them.
WillE Pandas over Titanforging is insane my man. That is is a hot take.
Agree. I've played semi-competitively during WoD and was highly unhappy how this rng element totally determines your raid performance and when I saw that they've doubled down on it for Legion, I quit.
Thunderforging was only +6 ilvls, not the crazy Titanforging that could add 15 or more ilvls randomly, otherwise i'd have given it more of a mention
@@WillEmmo It all started with thunderforged which wasn't a big deal but it layed down the path of horrible loot rng changes over the next few expansions. In WoD we got tertiary stats and sockets and with Legion they went completely crazy.
@@0rcd0c And then they _said_ they'd limit it to Warforging in BfA... and then they added Corruptions in 8.3, which were purely RNG to start, then on a friggin' 8-week(IIRC) rotation when they _did_ add a vendor because they were borking the economy with BoEs and so many raid spots were lost because of impossible-to-target RNG buffs to pieces of gear. If Legion went completely crazy with Legiondaries, BfA went absolutely postal with Corruptions at the start.
Thunderforging definitely should've been mentioned with the massive slippery slope for BS RNG gear upgrades "for a fun surprise" it led to for the next nearly decade of the game.
It eventually got removed and it's no longer in the game. So, Will is right.
I know everyone hates on LFR, but I love it. I have great memories of running DS LFR pretty much constantly, across every class, because I could. Really, and truly, I love LFR. I'll be really sad if they don't implement it in Cata Classic.
there is something to be said about bonding with a bunch of strangers really quickly to solve a shared goal. i think the tweaks made to LFR since and the loot drops makes it atleast a good option for learning the basics of mechanics, and build on that learning in a low-consequence way.
Gotta disagree a bit on expansions I played extensively. That is MOP and WOD.
MOP's worst "feature" if you can call it that - no content at all in 2nd half of the expansion. Patch 5.4 premiered on 9/11/2013 and that was it until 11/14/2014.
Not really a feature so... LEVEL BOOST! Released in March 2014 or so as a pre-order bonus for WOD. This was a level boost directly to current max level, without these 10 extra levels to go as WOD wouldn't be out for 7 more months. This shit has wrecked LFR (if it wasn't wrecked enough lol). Suddenly you had masses of players queueing up LFR with their freshly boosted characters that gathered a few account-bound timeless isle pieces. It was a shit-show. I don't remember whether this boost required the more expensive $60 digital deluxe edition or was $40 one enough.
WOD's worst feature is of course the WoW token. There's not even a question. This one just forfeit any integrity of achievements and accomplishments in this game. You can say that people will RMT anyway, but what matters is the scale. If RMT is bannable then you'll have some players that will engage with it, but it's not a majority. If you have plain and legit way to purchase gold directly with real money (with an extra step) in your game - the majority WILL engage with it. Notice how boosting for gold grown after the token. In MOP and WOD top guilds were selling mythic mounts for gold and challenge mode gold carries. That's about it. Then in Legion a whole god damn industry spawned, there were boosts for everything and LFG tool contained more ads for boosts than geniuine groups.
I remember that horridon Arena filled with skeletons 😂😂😂😂😂😂😂
The token ruined the game, there's no argument there. But it's not much about the integrity of achievements, but how everything revolves around gold nowadays, and everything is also extremely expensive and most likely an intended gold sink by Blizzard.
You only need to take a look at the terrible profession "overhaul" that happened in DF and barely got changed for TWW.
Ability to buy gold also boils every activity down into how much gold you can make from it turning the game into a sweat shop instead of something you do for fun.
@@DoktorJammified Yep, exactly what I meant. I can't do anything in the game without making the conversion into how much money that is irl. It's pretty soulless.
They. Burned. Down. Teldrassil.
We lost Darn, which yes admittedly wasn't a heavily populated city - the horde lost... The Undercity? Really?
How in the world was that equivalent.
The Alliance lost an entire ZONE, one of arguably the most aesthetically pleasing on Azeroth.
And to rub salt in the wound, we didn't even actually get to kill Sylvanas?? After all of BFA & Shadowlands and all she did - she gets a goddamn redemption arc?
"Oh she just genocided the... Night Elves because... A *human*'s actions burned Quel'Thalas and turned her into a banshee??"
So stupid. Tyrande was justified in her vengeance quest, and the new little tree/emerald dream zone in DF doesn't even come CLOSE to making up for the colossal storyline fuckup that was burning Teldrassil.
Shoulda fucking nuked Stormwind ffs
Who cares, the night elves nearly blew the whole planet up 10,000 years ago.
I admit nightelf city and zone were beautiful and I would likely play them if I was alliance. However I used to exclusively make undercity my main city. I liked it aesthetically better than any other city really. It was also the first city I stepped into when I started playing. It's nostalgic af for me.
But yeah, losing an entire zone is probably a bit harsh. Even if undercity was much more popular than Darnassus
@@Evelaraevia totally fair viewpoint. Undercity was my least used city, solely for the fact that I couldn't use my flying mount in there - by contrast to all other Horde cities.
The aesthetics? Top notch amongst Horde cities- can't even begin to argue that!
Worst Feature:
0:30 removing the circle from the cover art after Legion
I'm glad I'm not the only one bugged by that XD
Putting mount drops at 0.03% with a weekly timeout is the icing on the cake.
My worst WotLK feature was the way parties got split up by phasing in the open world. I was playing with a group of friends one night a week and it killed our group completely.
Paid early access seems like the obvious one for TWW
Assuming you do take that as an expansion feature, instead of a feature of the actual release, it seems extremely minimal. The impact felt by early access will be gone within a couple weeks by the people who GOT early access, and those who didn't don't have their gameplay impacted in any way. You can argue it's bad practice and scummy to do, but in terms of impact on the expansion itself, early access won't do anything at all.
funny how the amount of copies sold disagrees with that statement
Naaah. It's the woke'ish Storyline again. Plus a strange Creature which apparently is supposed to be a *Lothar* but there were *NEVER* something like "black Elves", or "black Lordaeron-Humans" in Warcraft.
You know what ? I don't care *SHXT* if these People working at Blizzard are butthurt over US-America electing Donald Trump in 2016.
And i don't care how much they hate or loathe white People. I just don't care. This does *NOT* give them the right to blackwash Player-Cities to show their Disdain for the West and their Customer Fanbase,
and it does *NOT* give them the right to turn WoW into a full-shitten, smelly Corpse and Skeleton of what WoW is actually supposed to be.
You notice how bad the Times have gotten when in the Past, Racism and Racists were openly condemned : but since the likes of *2017* they can *OPENLY* ruin Entertainment Franchises in VideoGames and Movies - and nobody is saying a thing against it,
and pointing this Excrement out is allegedly Racism. (lol)
Ashes of Creation can not *POSSIBLY* come out early enough - to hopefully take away at least one full *MILLION* of Players from WoW - hopefully permanently.
WoW was still good and dandy in Legion. And *THANKS GOD* for Chris Metzen *"evactuating"* my dear Lord Illidan to the sealed away Titan Pantheon along with Sargeras and his fellow Titans.
Evactuated *JUST IN TIME* to not get shat and pissed all over like it got done to Sylvanas, Uther, Arthas - and a few others.
I am so sick and tired of being supposed to pay Money to Racists who *hate me* and my Ethnic for existing and think they are entitled to ruin my favourite Fantasy-Universes for me - in an eternal attempt to "fight me" and meet me with Hostility for my sole Existence alone.
My worst features/aspects of each version of WoW:
*Classic/Vanilla:* Over dependence on RNG for getting gear, items, and even quest items. (Remember headless raptors?)
*TBC:* Attunements and massive power gap between vanilla and TBC. (Remember replacing those hard earned epics with the first quest greens you got?)
*Wrath:* Argent Tournament grind and Gearscore, which was an add-on and not Blizzard's fault, but was still annoying and toxic.
*Cata:* Patch 4.1 and cut content for the sake of, "keeping to a theme." Seeing the unused entrance to Abyssal Maw still makes me sad.
*MoP:* Pet Battles. Mostly a frustrating waste of time.
*WoD:* Garrisons and trying to center everything around them. Patch 6.1, the S.E.L.F.I.E. patch, still the objectively worst major patch.
*Legion:* Mythic+. Blizzard has wasted so much time trying to balance Mythic+ that the rest/majority of us players got neglected for so long.
*BFA:* The Azerite grind, the chore list that provided us, and Horrific Visions.
*Shadowlands:* The Maw, the Eye of the Jailer mechanic, Oribos the Eternal Airport, and of course Baldy McNipples, (a.k.a. The Jailer).
*Dragonflight:* The patch cadence which made it punishing to take breaks from WoW, and resulted in broken and buggy content. Zaralek Caverns and all the OP spongy rare elites they expected you to farm. Enemies that constantly knocked, pushed, tossed, and yanked your character around. The grind to upgrade the Iskarra fishing gear. Also, the lame fluff quests.
People didn't replace epics with greens. Not from hellfire anyway. Blues from ramparts were comparable to bwl gear but greens were not close until you were well through the expansion.
What I always say in reference to MoP is that it was fine, but it felt like it was meant for something different. You know how in the old Spyro games if you 100% the game you get a bonus level to go have fun in, there's no stakes, just fun. If they had treated expansions differently, they could have ended on MoP with Pandaria being an endgame level fun-zone. If they were to make a classic plus that included all TBC, WoTLK, Cata, and MoP content, but never increased the level cap, it would create basically an entire new game, or way to ply the game. In that scenario you could use Pandaria as a fun-zone and it wouldn't feel wrong. That's the whole problem with MoP, conceptually it was based on a joke character from the Warcraft universe, and they made a whole expansion about it. The expansion was good, but it was masked by this over the top ancient china look. Why is there a whole expansion that's just "China" in looks? TBC was all custom architecture, WOTLK was combination of vikings with custom nerubian, elf, scourge, and troll architecture. Where's the variety in mists? Jin'yu and Hozen are minimal in their exposure, the Mogu are just more Chinese culture, and the Klaxxi are the only truly interesting race added in MoP, and they're essentially relegated to one zone.
If they did do a classic+, doing what I had talked about would fix a lot of the issues that came with each expansion. They could have each raid tier be in line with 3 other xpacs tiers, and they could all have different bonuses and benefits, make all xpac zones 50-60, remove LFR, don't switch to ratings, keep %'s (as far as hit/crit/dodge/etc), and don't add flying(I know not everyone thinks that's a good change, but if you never had flying, you wouldn't think of it like that, and it kills the feeling of a full, lived in world. When you roam around questing and see a raid team on the road headed somewhere, that adds to the atmosphere. I could maybe see myself saying keep flying in outlands, but not on Azeroth). That all changes the game so drastically, no content will ever be truly necessary because if you don't like classic T2, go do WOTLK T2, and mix-match the raids you want to do, of course there would still be a meta, there always is, but this changes the meta to have more options and be more customizable.
A lot more would have to go into this than what I've mentioned, but my brother and I constantly talk about what they could do with a classic+ that would feel like classic, while including all the interesting things from later xpacs that still felt like WoW, and these are the top changes we would make to have the game feel as massive at max level as it did when you were level 12/13 leaving your starting area, and give you many more options for what you want to do. You have professions with plans from all over doing various things, reputations for mounts all over, titles, achievements, whatever it may be. It would open the endgame up massively to do this.
I can't disagree more with attunement chains being bad. In fact, that's one of my favorite parts of WoW. Since everyone else had to do them, I could always find pugs to do old dungeons / raids with for my alts. Whatever guild my main was in, at the time, wasn't going to run old content, but pugs did.
I had one of every class in TBC on Alliance side, and nearly every class Horde since at level 70. Just about all of them at least had the Kara attunement done. Most had the Champion of the Naaru / T5 attunes done. My main had T6 done, of course. I think several other alts had, or were close to it.
Actually, I remember in vanilla, you could find pugs trying to get the Onyxia and BWL attunement chains. It really sucks Blizz did away with them.
Not to mention that Ony and BWL attunes were gated behind UBRS attunement, if no one had the key. MC attunement also required a group if not a rogue/druid.
100% agree! I loved doing the atunements together as a guild
SPOT ON. There was ALWAYS guildies and a pug or two doing attunement runs. Sooo much stuff to do, not because you had to, but because you wanted to. Doing full attunements also weeded out the trash so to speak....IMO. My best WoW memories are from TBC. BE arcane mage for the whole expansion with a dozen alts
👍👍
Congrats on having no life, but no everyone enjoys doing old content just to get a person able to even enter the new content. It was done away with for a reason and Gatekeeping was the biggest reason.
@@Ceece20 Congrats on missing the point entirely. 👍👍
Enemy of the month: Next Horde Leader. Brilliant Blizzard so good at writing.
Hey, we got the Anduin twist, so there was an alliance leader as well. And probably Alleria soon, so much on-the-nose foreshadowing in the campaign.
The worst thing about WoW right now is that there isn't a live TBC era server.
Here here
This is the only correct take.
This 100% it was awsome to go back to tbc when it was the main thing in classic i personally stopped classic after tbc ended it was great going back and playing bringing back memories of being a teenager again
It would be doa tbh. There's a much smaller interest for tbc than vanilla, and classic era only has around 17k total players across all regions. I would expect tbc servers to be like a third of that, so each region's tbc server would have 2-3k total players.
I STILL havent touched my Sunwell Priest, still level 70 and hasnt gone into Wrath or Cata. I had literally everything I wanted and I would still love to pug raids on it if I could. I loved all of the raids this xpac so much.
Vanilla - quest design. Considering the prevalence of quest chains that inevitably lead to elite content (dungeon based or open world) you can't complete without a group, this design only works well when you have an active, sizeable server population that is actively leveling new characters such that you can randomly run into people on the same leg of the same quest. That's fine for about half the life cycle of the vanilla content, after that the bell curve for levels shifts hard to the right and so few people are actively leveling midrange characters that you'll sit outside the Troll temple in Hinterlands for days and not run into anyone else needing to save Sharpbeak or whatever.
TBC - arenas, hands down, and this affected the game all the way through at least Wrath. PvP started to drive game design, which inevitably affected PvE mechanics. They tried (and ultimately failed) to have separate PvP and PvE stats, but whatever arena flavor of the month makeup was dominating would dictate what classes got the ever loving shit nerfed out of them next patch.
Wrath - LFG, and it's not even close. It absolutely fundamentally changed how players interacted with the community (as in, they no longer did). Everyone just sat in Dalaraan on the bank steps at either side of town and waited for the queue to pop. Worse, Blizz doubled down and added cross-realm grouping. By the last few months of the expansion, if you tried to put together an old school same-server PuG and actually travel to the dungeon to use the meeting stone or zone in, at least one person in the group would have no idea how to get there.
Cataclysm - The talent "streamlining". I really didn't enjoy the changes.
Mists of Pandaria - I stopped playing just before this xpac released, but I know that the talent system overhaul was godawful.
Scaling is the worst thing ever, completely destroys the sense of progression and putting effort into doing optional stuff.
If you're retarded sure.
@@h347h That's a really good point. I hadn't considered that.
Whataya mean don't you get weaker by leveling up in all rpgs?! /s
Scaling destroys progression from levels, and instead makes players focus on iLvl when they reach max level to progress. The only time you really feel that progression is at max level as you work to get BiS gear and improving your performance rather than just getting better with levels.
@@Tyrarl false
Classic: everything being half-finished.
TBC: Too many attunements
WOTLK: Vehicle combat
Cata: The overtuned/overdesigned "difficult" bosses/dungeons
MoP: Honestly, was fine. Nothing really jumps out as particularly bad.
WoD: Pathfinder & the cut content. Mostly the cut content really.
Legion: The focus on raid-wide one-shot mechanics in boss design. So. Many. One-shots.
BFA: doubling down on the worst of legion for a lot of things. Also azerite gear, also the sheer amount of daily nonsense...
SL: doubling down on the worst of BFA; also the story; also crafting legendaries...
DF: doubling down on the worst of SL; also the crafting system; also dragon flying; also the talent trees being an utter dissapointment.
TWW: doubling down on the worst of DF....
Those last few expansions are showing a terrible trend...
Tell 'em WillE boy. Tell 'em 'bout all that garbage.
1) Classic: obtaining Gold was really hard (I hate selling at the AH) 2) TBC: Raid attunement (and raid size switch) 3) Nothing, really 4) Cata: Patch politics. 4.1 introduced only 2 (reworked) dungeons that were the only two picks of LFD, while the raiding community was stuck in T11. 4.2 introduced a new raid but nothing to do for players who didn't raid. They had the consolidation price of being stuck in ZG and ZA. Crappiest time in all of WoW. 5) MoP: Timeless Isle grind. Lazy zone, lazy content. 6) WoD: Cut content 7) Legion: was fine. 8) BfA: Azerite system 9) Shadowlands: Story 10) Df: the new crafting system. More obstacles to craft soon-to-be-worthless items 10) TWW: Didn't notice it in DF, but I don't like to be forced into Tirna Scithe or other timewalk dungeons while some heroic versions of current duneons aren't available for weeks. Why NOT JUST ADD them? Who thought this was a good idea?
>WillE doesn't like pandaren
Welp, there goes any respect I held for the man
For me, the worst part with Vanilla was the limitations on gear and specs for certain classes and end-game Raiding, like how Paladins *had* to be Healers. Literally the ONLY piece of mana-granting high-level Tank gear in vanilla came from Scholomance, and wouldn't last past Molten Core for content. I was one of the few tankadins in vanilla, though I do have fond memories of absolutely *obliterating* Rogues in PvP by letting them stack Reckoning on me before I finally swung back.
The worst feature of World of Warcraft: Activision merger. Blizzard went to shit from then on.
This happened sixteen years ago my man. You really need to move on.
The story in Shadowlands was so bad that I lost all interest in the game after playing for over twelve years. I guess I must thank the writers' team for ridding me of addiction
The buff/debuff limitation wasn't design choice but a technical limitation at the time, and so was spell batching.
Yeah, batching is well known optimization technique in SE.
Exactly, multiples of 8 are related to variable sizes, it's a strong sign they were trying to optimize memory usage.
Now i wanna make my list of best and worst features
Best
1. Vanilla - the slow pace. No rush to get to max level, no FOMO, it was a really cozy experience.
2. BC - the atmosphere. Blood Elves, Draenei, the whole of Outland had such a haunting yet sublime appareance, it really felt that, if you made it to Outland, you were somebody
3. Wrath - the leveling. I think that Wrath nailed the sweet spot when it comes to leveling difficulty. Not too hard like in Vanilla and BC but not to face-rolly like in later Xpacks
4. Cata - race/class combos. Night Elf Mage.
5. MoP - the tone i guess? The actual storylines were far more mature and complex than the earlier and even later XP-s which do sometimes stoop into 3edgy5me territory
6. WoD - the garrisons. I loved having my very own settlement however i agree they need to be nerfed and have the mission table removed.
7. Legion - easy one, Demon Hunters/
8. BfA - the writing? I loved the character development of Jaina, Tyrande and the rest.
9. Shadowlands - nothing. Everything was so ugly, tacky, grindy, i guess the only redeeming quality was having a sensible flying achievement.
10. Dragonflight - SKY RIDING BABY
Worst
1. Vanilla - class imbalance. Srsly only 2 attacks for Paladins?
2. BC - overly draconic attunements. I like the idea of attunements, but they should be more account-wide or at least more solo-able
3. Wrath - the artstyle. Zones, gear, models, everything is super ugly except Dalaran
4. Cata - the revamp. I'm sorry but most low level zones are just too high-stakes for a beginner player plus the leveling process feels like a chore.
5. MoP - the character assassinations. WTF did they do to Garrosh and Jaina?
6. WoD - removing flying.
7. Legion - world quests esp the daily one when you receive +1500 rep for a faction. Grinding the flying achievement was a menace.
8. BfA - the systems and insane list of daily/weekly tasks.
9. Shadowlands - everything lol. Zones, end convenants, end game content, atmosphere.
10. Dragonflight - the dragon race looks too goofy to fit in WoW. It reminds me of scailie fanart. Dont google scailie.
I think you missed a mark a bit.
Vanilla: PvP system that makes you compete against your own faction, rewarding unhealthy amount of gameplay.
The Burning Crusade: Flying feature that made the world smaller and killed world PvP.
Wrath of the Lich King: Introduction of in game shop, opening a can of worms that still rots the game today.
Cataclysm: Looking for raid, obviously.
Mists of Pandaria: Character level boost being essentially pay to win.
Warlords of Dreanor: WoW Token, even more pay to win.
Can't really speak for other exapansions, I gave up on retail by that point.
Based
Flying didn't "kill WPvP". It killed assholes cowardly jumping players who are recovering from fights or are being taken advantage of in some weakened state and griefing them.
@@xaulted1 That makes the world dangerous and exciting. There is no World of Warcraft without Warcraft. If those Alliance vs. Horde encounters are not for you, feel free to play on PvE server.
@@lgner There are no PvE/PvP servers. If stealthing around looking for someone you can't challenge face to face, but can only beat them by ganking them while their back is turned is PvP to you, you're a sorry excuse for a player.
While the intro of the cash shop would be the direct harm of WotLK, I'd argue that the LFD feature is just as harmful in the same vein as LFR. Also, the introduction of Activision into the Blizzard manifold didn't help.
I think my list would be as follows:
- Vanilla: The Grindy and as hell pvp system
- TBC: Attunements ( TOO MANY TIMES)
- Wrath: Gear score (Overall not much to hate here beside silly things like gear score or even the idea of REAL LIFE ID on battlenet -> just bad stuff for the community)
- Cataclysm: I think LFR but also especially the Cata version of LFR, the dropping 25 players and praying they can complete it challenge was a nightmare
- Pandaria: Gear upgrade/reroll system (dailies and weeklies being second to that, the amount) The amount of time to spend rerolling for the 'perfect' setup/ upgrading the gear was just ugh
- Warlords of Draenor: Cut content (unlike most i think warlords content was pretty good/solid issue is there wasn't enough at all since they rather focused on legion then WoD during its time)
- Legion: Artifact weapons (Legendary RNG is solid 2nd place tho) Artifact weapons just created a snowball to other expansions with grinds and the fact that it was a 'he who grinds, he who wins' system is a yikes not to mention on how alt unfriendly it made stuff, i think the concept is cool but the execution of it was through the roof bad
- Battle for Azeroth: Azerite and anything its involved in, while story was pretty nice, the neckpiece the armor it all just flopped due to undertuning/bad effects, only a while later when they gave the neck their special power system did it get slightly better but it was a bad execution made based on 'LEGIONS GOOD JOB LIST'
- Shadowlands: While many of its features are frowned upon, story is the must go here, it failed so much that i made me not want to bother anymore with it
- Dragonflight: The craft order system (with the amount of timed open world content second, its too much, almost like its a themepark) The craft order system was majorly succesful for me but its public version was a big flop also the amount of items that can be requested to craft, -> why not just put everything available there it allows people to choose mats vs buying the full on item on AH, I think while being a solid system within the expansion it was one of the bigger mishaps to come around
- War Within: No clue, as i quit end of dragonflight
Gear Score wasn't a Wrath feature: it was a community-driven thing stemming from a single addon and the moronic Classic playerbase decided to make the same mistake all over again by using it again.
1- Vanilla: immunities. Immunities suck. Especially in mandatory content that you more or less have to clear, because everything is tiered and you HAVE to do everything in a row before reaching the most relevant stuff. It literally made some classes useless, like Mage in Scholomance. Also having to farm specific gear that has resistances so you don't die against specific bosses, but the gear otherwise is objectively worse than gear you already had. Ugh.
1b- Classic: Season of Discovery. The entire point of Classic was to bring back the original experience (which you weren't getting anyway since some things were changed), but now they are making huge changes to endgame and adding more and new content. It's a totally different experience.
2- BC: Lockouts and being forced to clear raid tiers on all characters sucked, especially if you had limited time. This feature existed in Vanilla too. Introducing catch-up dungeons, like Magister's Terrace, was great.
3- Wrath: Content uniformity. 10m, 25m, 10H, 25H. 4 different raid tiers essentially, some way more overtuned than others.
4- Cata: Cut content. Lots of broken story ends, particularly Vash'jr and the Abyssal Maw raid. LFR in itself is a fine concept but it was poorly handled and filled with toxic people.
5- MoP: Actually a very solid experience in hindsight. I think the rare BoA items were poorly handled and ultimately meaningless after future changes.
6- WoD: CUT CONTENT. So much cut content. Blizzard literally abandoned the expansion a year in to focus on Legion. The result was WoD felt awful and Legion felt amazing, probably by simple comparison and desperation.
7- Legion: Mage Tower. Nuff said.
8- BFA: Character assassination of Sylvanas. She'd been going downhill for a while, but she REALLY went down here.
9- Shadowlands: Lore murder. So many retcons, and the doubling down of Sylvanas. A lot of fine concepts here, very very poorly handled. There should've been a lot more lore spread and establishing the Jailor and his motivations.
10- Dragonflight: Dracthyr being forced to be evokers, and NOT getting a tank spec. Even when they got a 3rd spec, it was just a hybrid caster/healer spec, to go with their already existing healer and caster specs. It should have been a Drakonid race, based on the existing npcs, with full classes available, with Evoker as a race-specific class.
11- War Within: Not sure. Pretty solid so far. Personally, I rather dislike the first Raid, but it's more of an aesthetic reason.
Enemies scaling to your character level and item level would be the biggest flaw in my opinion. (If we discount wow token, level boost and everything else the shop brings into the issue bucket.)
Raidfinder could have been one of the best addition ever, all they had to do was:
1. No set items, only non set head, shoulders etc.
2. Only stat-stick trinkets, no trinkets Normal/HC raiders would ever pick over "regular" raid trinkets.
3. The items would look identical to Normal, so you don't need to go there for transmog either.
That way Normal and Heroic raiders (and eventually Mythic) would NEVER EVER have a single reason to do it, and it would only be for new players or alts perhaps. What sucks with LFR is that it feels maybe not always mandatory, but beneficial to run them even if you normally raid higher difficulties.
Vanilla: debuff limit, the PvP ranking system, world buffs, and spell batching
tBC: fyling mounts and draenei
WotLK: Dungeon finder and character power creep (i.e. AoE for everyone, movement for everyone, everything for everyone)
Cata: World revamp, and trivialized and predictable leveling experience
MoP: Pandareans, Pandaria and monk, pokemon pet battle system
WoD: Garrison and cut content
Legion: again power creep
BfA: character upkeep, daily chores
SL: The whole existence of the expansion in every possible aspect
DF: low quality cutscenes, cheap dialogues, infantile behavior of major lore characters. The whole expansion feels like a cartoon for toddlers.
Wrath: LFG... cause it basically lead to the same issues we have for LFR and raiding and I feel it's what made normal dungeons turn into leveling fodder or a waste of time. Yes it makes things more accessible but they spent way too much time dancing around effectively turning heroics into the new normal dungeons.
Cataclysm: Reforging and all those extra tertiery stats on top of the secondaries with softcaps that fell off if you could maintain them. Nothing more frustrating that realizing you have to sim possible rewards in advance to find out if something actually is a reward or needing multiple items to make one an actual upgrade because it changed your overall reforge+enchant layout.
MoP: only complaint was the content FLOOD early on. Tillers, Celestials, Shadow-pan... so many rep grinds and was overwhelming. Really not a terrible thing to complain about all things concerned.
Legion: This is a tough choice... I want to pick Artifacts or Leggos... I will say that this is where the story also starts to falter for me due to plot holes and order halls not really coming back around much given what happens in some of them. Artifacts... I greatly disliked some of the choices on the matter and some builds felt like they got entirely reworked for artifact flavor rather than having the artifact build into the class fantasy. But it's true Leggo RNG was absolutely attrocious and because you COULD get sephuz secret or another option and utterly hose any chance of getting somethign actualyl worthwhile for your specc... ugh....
WoD: Garrisons, mission table... not fair to play cut content as a feature as it wasn't a feature added... I mean Wotlk had dog fighting air ships on the physical box talking about wintergrasp
The ingrained, perpetual sew-saw surounding class ballance is my top pick for every expansion.
From the constant reballancing, every hot fix, to the one-time try per expansion.
Sometimes, it felt like you had a new class every week, while other times, your chosen class was just a total wash for an entire expansion.
Unpopular take… I think mythic was the worst thing that happened to community and dungeons. It just turned endgame into a frantic face roll. I liked old school slow pace that took strategic pulls with CC management. I’ve been enjoying delves to slow down and give that nostalgic feeling.
The introduction of Thunderforging takes it for me. In part because I like Pandarens (I cannot accept "they don't belong" in a world of gnomes, tauren/taunka, tuskar, etc), and also because it set up so much damage down the line. Although I do like the upgrade rng applied to leveling since it's fun to have a stronger item for a little bit when it doesn't really matter and only lasts some extra levels.
But I gotta agree on Dracthyr, add in a bulky version and let them wear armor, cause as is it feels very tone deaf - no naga in regards to armor and stylistically they're the opposite of what people were interested in since Vanilla with the bulky drakonids as you said.
(Also Vanilla PvP ranking is at least tied with debuff/buff limits, since it is almost certainly literally unhealthy with how much you need to play and all that)
"what was the worst feature in Shadowlands" well id have to say the whole expansion in its completeness.
I hate dragon riding. Nothing i like more than trying to quest and oh shit, no stamina so let me wait for that shit to recharge so i can go up this mount with no other way up but to fly.
Not sure how u run out often enough for it to annoy you. Do you use the ability that gives you 3 charges of vigour to use ? You can also just switch to standard flight if you really dislike it that much
Sounds like either you don’t have all your dragon riding glyphs equipped or else you just don’t know what you are doing.
I agree, dragon riding is such a Reinventing the wheel when no one Asked situation. While there may be ways to maximize "air time", having to wait for stamina to charge up at any time is kind of annoying when you are questing
I can guarantee that just means you’re flying wrong; I never EVER run out of vigor. In fact, I rarely have to even use that ability that gives you vigor.
I imagine what you’re doing is just flying straight from point A to B while just being parallel to the ground the entire time, and spamming your dash until you run out of vigor.
All you have to do is just instead of trying to fly directly to your destination, fly straight up with space bar until you’re almost out of vigor, or close to a ceiling, and *then* fly towards your destination, but at a downward angle instead of straight at it.
Then, not only do you maintain maximum speed the entire time, but while you’re at maximum speed, vigor recharges as fast as possible. Meaning that you can also use dashes as often as possible while still also traveling at max speed.
Aside from that I would just say save your vigor as you get close to your destination, and always land with at least 3. You really need at least 3 to be able to get to a sufficient height to do the aforementioned strategy.
People defending this garbage in the replies lol. People only use dragonflying because it's fast as fuck compared to normal flying, otherwise no one would interact with that shit.
What pisses me off about the Dracthyr is how you couldn't choose other races as your visage and instead you get these weird elf... things...
Like what they should have done is make Evoker available for every race and the race you choose is your visage.
Also I know you're not a lore guy but in case you care, this whole thing with visages being deeply personal and not something the dragon chooses is a retcon. Visages were introduced as just a magic spell dragons cast on themselves to interact with mortals. They weren't super personal, they just chose an appearance that conveyed how they wanted mortals to perceive them. That's it. Which to me made WAAAAAAAY more sense.
Perhaps a bit of a hot take, but my MoP pick is the easiest thing ever. It would be cross-realm zones. I knew the moment they announced that feature I'd hate it. Yeah, yeah, tell me all about how WoW is an MMO and you should see people, I'll tell you about how many people complained about the LFG tool in Wrath because it put you in a dungeon with random people from random servers, destroying community. CRZ did that just as much, if not worse. I can only imagine most people don't actually care about other players they see because they'll never be seen again, much like in a dungeon. I know I sure like having people from other servers waiting around to skin a mob I've pulled with intent to skin it myself, having to play a game of "I will let this corpse despawn before I loot it if you don't leave, neither of us will get this skin." Other players are set dressing at best or an active detriment at worst.
It's not so bad now that they added the tagging without being in the same party thing, but originally I very much knew that it would make questing in the old world a lot more difficult then it had to be. I wasn't wrong. Didn't like that part very much either.
I'm really disappointed that they have still yet to fix Dracthyr. It can't be that hard to add more body types. If they want to continue with the body types barely making a difference, then not only do we need a body type 5, we need body types 5-10 so there will be something that looks decent somewhere in there.
9:45 The criticism of MoP even at the time was literally a 'vocal minority' situation. Everyone I played with was stoked for it from the announcement and thoroughly enjoyed the expansion while it was current, myself included. I recognized at the time, luckily, how good the expansion and gameplay was so I didn't miss out on it - though I will happily play MoP Classic if and when that day comes!
I read your comment 16 times and I plan to read it 140 more times hereafter so I can really soak it all up and comprehend every… single… WORD!
I remember everyone hating the whole Kung-fu Panda aesthetic. The announcement trailer was disliked into oblivion.
While I did like MoP, the playable pandarans just didn't work for me. I did try one in the starter zone, but the movements just were offputting. I've had the same thing happen with Kul Tirans, Vulpera, and the Drakthyr. I won't knock anyone for playing them, but they're just not for me.
@@ehmwhy Far from everyone. Like I said: it was a very vocal minority. When people really like someone they don't have 'review lift' campaigns, but 'review bombs' when they hate something? Oh, yeah.
Not my fault if people can't do the simple research it took to find out Pandaren in WarCraft predated KFP by years before they go getting mad online, too. Also, don't forget, this was at a time when people were looking for a reason to be angry at the devs. Dragon Soul had been the current raid tier for quite some time and it's lackluster finish - as well as the frosty reception Cataclysm had as a whole - left people primed to be angry very loudly online at the smallest provocation.
Also, I notice how it's very interesting through the years how people making your same argument always use the 'announcement trailer' dislikes as proof, but disregard the 181, 000 upvotes the MoP cinematic (released at the same time) has AND the 97%+ like ratio the Siege of Orgrimmar has, proving that, as per my original thesis, it was a loud minorities' hate campaign at the first announcement, which quickly fizzled out and was virtually nonexistent by expansion's end.
I didn't play enough during vanilla and tbc to have strong opinions on them, but;
WotLK: Dungeon Finder. It was so awesome at the time, but looking back, it really hurt the game. No need to get to know people and be a pleasant person to group with, just spin the wheel and find four strangers.
Cata: The revamp of the old world. Instead of giving each zone a tune-up, they got wrecked and are now stuck in a time campsule where the Twilight Hammer is permanently the greatest threat to Azeroth.
Pandaria: Patch content overriding story content whether or not you've done it (Vale of Eternal Blossoms) which made it impossible to follow the narrative of the expansion if you lagged behind.
Warlords: Garrisons.
Legion: Can't decide between the legendary weapons, class halls being garrisons but worse, or randomized world quests.
BfA: The progression systems.
Shadowlands + Dragonflight: didn't play.
My biggest grip that killed WoW for me is how cinematic and how plot related the world went.
The early days without phasing, were basically players organically coming across one another, thereby creating different stories for each player.
The world was open, and the paws could do whatever they pleased.
Then came phasing,and paws could only interact if they moved the same way and by luck, at the same time.
And nowdays, i see WOW as a Single player game, where the story goes the same way, no matter what you choose.
Everyone basically quests the same, and has the same expirience.
On attunements, I don't agree that it was a bad feature, I do agree that it was too convoluted though.
Simple things like 'getting the key to karazhan' makes sense. not every BBEG just has a massive frontdoor and leaves it open to challengers, that makes no sense. but it also makes no sense to have to jump through 50 hoops just to get into a dungeon, plus: 1 key to the front door should suffice for the raid, I mean you don't close your front door and expect every visitor to go to the locksmith to get a copy of your key. (or throw your key through the window for every person that needs to enter...)
I'd love to see things like small intro questline for raids that you'd need to do (at least 1 person in the group) just for flavour. like, technically the whole of icecrown was this sort of questline for ICC, the battle to get to the front door of the lich kings citadel. It makes sense, he protects his home with his undead minions. yet you could just fly over and enter on alts etc. having at least 1 person that storywise got to the point of opening the door makes sense.
Karazhan made sense, you needed a key, but the process was too longwinded, something like "finish this dungeon" to get a key from one of the BBEGs minions and perhaps an 'it got bent in combat, go let a magic blacksmith straighten it" should be more than enough IMO, handful of steps and 1 person is enough for the whole raid.
Same for the skip they added to raids, it's a good system, but "kill the bosses a few times for a skip to the last ones" can be done better, like have them 'drop a quest item' that ties in to blackmailing a servant to open a secret passage, crafting a key to a side door,... which then becomes the skip. Same exact process, but at least it makes a bit more narrative sense within the story. (sure having killed bosses 4 times for the items is weird since respawning isn't a thing storywise, but thematically you could say that you killed the boss once or somehow got your hands on a key another way, and this key opens a side door leading straight to the endbosses)
Idk when it got added, but I just resubbed at the start of this year and BY FAR my most HATED feature is Shards / Megaservers.
Cross Realm grouping? Fine. Getting pulled to your group leader’s shard? Also fine. Queue pops and when you finish you find you’re in a new shard? Oh well, nbd. Getting randomly kicked into a new shard while out soloing? Not cool. Having your Grand Hunt reset at 1/6 and move to the other side of the zone? What the f*ck. Watching the pack of dead npcs you just killed disappear in front of you as you go to loot them? BULLSHIT.
Well in wrath you had your daily HC dungeon for emblems (later in the expansion changed to 7 weekly). Also you got emblems based on how many bosses you could kill + the weekly raid quest as well. So if you missed any of those emblems in one way or another you could potential be behind in power as it would take you longer to buy the piece of gear you needed.
AP (Artifact/Azerite power) system wasn't made in BFA, but actual introduced in Legion with Artifact weapons. BFA just continued on it and Changed the Artifact relics for Azerite gear instead.
BFA actual improved on the system by first of making AK (Artifact/Azerite knowledge) server wide progression instead of Char/Acc based (early in legions AK was char based, but later got changed to be accwide. The issue is that if you started late you still had to go through the slow as waiting time to research AK). Also by going away from Relics to Azerite gear you now could have different for different content. In legion since replacing a relic would destroy it meant you had to focus you weapon for a single content or play different specs for different content.
AP was far worse in Legion than it was in BFA cause of all the restriction to the system. But once they got fixed in BFA it turned into a fine system. And even with minimal effort people would be at a decent AP level, with the more hardcore people being max 3-5 levels above (and the only people that would be above 5+ did the insane grind which is what people complain about).
Extra Note:
I feel the Thunder/War/Titan- forged system was a nice addition to the game as it actual brought an extra consensus to rerun content. But just like with everything else players ruined it by having the mentality that they needed to run the same content into oblivion of hoping to get that 1 perfect forged item.
What? Not early access? That was an easy one to get a top position on the all time worst features.
Tell that to everyone that bought it 💀
I will always defend lfr. I think it absolutely gets a worse reputation than it deserves.
If nothing else, the simple fact that it allows people who would otherwise not be able to experience the end game content a chance to see it is an absolute win for the community.
Of course it will never be like regular raiding because you can't expect the same level of coordination from a 40 player of group as you would a guild. But it still allows players to see that part of the story. Which is usually a pretty big deal in terms of lore.
It also has no negative impact on regular raiders. If you have the time to dedicate to a guild and raiding then you can completely ignore lfr.
The players that lfr is designed for don't have the time to raid with guilds and even if someone does make that transition, the guild should be teaching them about raid mechanics anyway.
Serious players will leave casual lfr players behind very quickly and rarely interact with them. Casual players still get to see the whole story play out for themselves.
Lfr is a win-win for everyone.
P.s. the point about lfr's impact on community is moot for the same reasons and let's be honest, the community is arguably at its worst at higher levels anyway, just try pugging a few keys and tell me all about that fantastic community spirit.
The worst part of Wrath by far, which still reverberates to this day, is tier-skipping/catchup gear.
Ever since Wrath, the game essentially only has one set of raid content at all times, with absolutely 0 progression besides re-runs at artificially higher difficulties (just like M+).
There is no progression at endgame anymore, which leads so many issues of modern wow, like the frantic need for new patches, excessive focus on non-group content etc.
You can blame that on the players that complain about needing to go back to do old raid for items. It happens almost once every expansion. Some trinket or weapon is extremely broken, next patch comes out, the scaling on it is stupid, everyone complains because they have to go back to the raid they were just at for their BiS, week later a hotfix comes out that nerfs said item by like 33-60% to make it worse so no one needs to do old content.
My List:
Vanilla - Methods of levelling
TBC - Flying
WotlK - Dungeon Finder
Cata - World Changes
MoP - Spec homoginisation
WoD - Garrison
Legion - Content beyond release
BFA - Azerite armour
Shadowlands - Covenants
Dragonflight - Setting
WI - Setting
Whats mad though is that many features they added would've been great if done properly like Garrisons. If they were done like OSRS houses it would've been amazing. Dungeon Finder if it was a board in a city that just helped you find people wanting to do dungeons. I could go on.
Respecing was the worst part of vanilla. Dual spec should have been there from the start. Or maybe the limited class balance, as Paladins & Druids could only barely tank by the time the level cap came around. TBC's attunements were tough, as dragging the bad players through Halls under the time limit over and over got old. The worst thing in Wrath was either Penetrating Cold or the group finder, as group finder was the beginning of the end for server communities. In Legion random legendaries sucked SO BAD due to the bad balancing, and similarly Azerite gear also sucked.
I think there is one big thing you are missing from Wrath of the Lich King that was far worse than simply "not enough non-raiding content", although it did get exacerbated by it. It was the initial implementation of 10 man raids [which lasted a VERY long time that expansion]. They were an utter disaster. They were so hyped up that you didn't have to bring 25 people to a raid and so many BC raiding guilds restructured looking forward to the 10 man raids only to fall to pieces when they suddenly found out they were essentially playing hardcore mode in the raids. The problem was, the 10 man raids were a billion times more difficult than the 25 man ones, yet still dropped a lower level of gear. Originally they designed the 25 mans to be "the true raids" so they dropped higher gear, but the hardest raids, and the world firsts all the guild were competing with were the 10 man raid versions because of the ridiculously unbalanced increase in difficulty that they had compared to the 25 man ones. Gosh for how long was Sartharion 10 man hard mode with all 3 dragons up considered the hardest raid that almost no one could beat while the 25 man was relatively easy. Same went for Naxxramas, so many bosses were so poorly tuned for 10 man, and once again you got lesser rewards for doing the "lesser raid", that so few guilds could beat many of the bosses on 10 man for a long while. It was an utter disaster that took ages to get fixed. Looking back at the northrend content you might not realize how bad it was, but if you were doing Northrend at the time, and as the video says there wasn't much to do besides raid, it was a huge flop on Blizzard's part.
Plus the raid drop items were kind of a mess on another level too. They were often not just "higher ilvl" items for the 25 man. Yes, they were higher ilvl items, but they were also all different items and often had incomplete sets for many classes. Oddly enough I was playing one class where all my BIS tanking gear [and I was tanking at the time] came from 10 man Naxx. So my BIS tanking gear was actually lower item levels than the 25 man Naxx gear simply due to weird itemization. Overall though the 25 man naxx gear was better, but it was just weird for a few specs in a few slots.
But overall easily the worst part of Lich King was the first raid tier was an utter mess on release that was very poorly implemented and was basically stuck that way until Ulduar finally came out.
Not to mention the big raid for months was only really Naxxramas [the two onyxia sized raids were the only new ones at launch] given that Blizzard had deeply regretted launching in BC with T5 raids so early. But Naxx was also a rehash of an old raid, which yes while so few people ever did play original Naxx, it was still a rehash. But once again the biggest problem was the ridiculous scaling of boss fights to the 10 man raids.
Honorable mention goes to one other thing in Northrend that going thorugh northrend now often isn't as noticable. Blizzard had just implemented their "vehicle" system that we are all very familiar with now. However, they went crazy with it and about every other dang quest in leveling had you do it, ulduar had you do it, final phase malygos had you do it, wintergrasp had tons of it, and a dungeon or two had you do it. The problem wasn't just the frequency though, is that they were often incredibly obnoxiously implemented with making the fights just more annoying than fun, and at the tie was incredibly buggy and janky for months. Plus just questing it felt like you were riding various vehicles shooting stuff through northrend more than ever just getting to play your class. Obviously in recent years they have fixed much of it and have learned to use the vehicle system more appropriately, but in lich king it was honestly a huge overused mess for the first half of the xpac.
Some of these things, the vehicles and the 10 man raid difficulty, are often forgotten since they are essentially fixed by now, even when you go back to old stuff, but at the time were just a total disaster that while was not the duration of the entire expansion, still was a huge and significant feature for a massive portion of the expansion.
Man I did forget about the 10 man difficulties. It combined with the way WotLK opened up raiding to more casual guilds and players to create a really shit situation. A lot of casual guilds tried to transition to raiding but did not have the core 25 roster of players who were skilled and dedicated enough to raid seriously, so the more casual your guild was the more likely you all were to be stuck trying to progress Naxx 10 for worse versions of the Naxx 25 gear. A lot of players and guilds (including me) assumed 25 would be harder than 10, and many people who formed pugs insisted that having some Naxx 10 bis was mandatory for Naxx 25 (when honestly the reverse was closer to truth).
@@matthew5226 Yeah, it was a total mess! I think it definitely think it is worth being on the list.
MoP is one of my favorite expansions, but it's likely because at that point in my life, I had tons of free time, so the massive amounts of daily crap was welcome.
I don't think the vanilla talent system gets enough hate. It was a jumbled mess which should have been a fun choice for players to make your character feel unique, but because you were pigeonholed into a specific role the actual choice was non existent. There was only one 'right' way to spec and if you weren't speced correctly people would kick you from raid groups.
It was far less of a choice and more of a chore to have to google your best choices to spend points.
Cataclysm improved on this in every way, making it easier to swap and removed the pointless filler options and gave you meaningful talents which all had a purpose for different aspects of the game.
Didn't respeccing also cost an increasing amount of gold each time? I never got to max level in vanilla, but that's something I remember 😂
@@mnrbrt Yes, though dont recall needing to do it too often.
My picks:
Classic: buff/debuff limit
TBC: Flying
Wrath: LFG
Cata: LFR and/or world revamp
MOP: Talent system
WOD: Mission Tables
Legion: PvP system
BFA: Azarite system
Shadowlands: Story
Dragonflight: Drakthyr visually
I'm glad you listed flying. I understand why people would want it but as someone who loved exploring and encountering world PvP it destroyed the game for me. It's one of those things I feel people think they want but overall it's harmful.
@@LongToad Flying is the single worst thing thats been added to wow in its history
@@krisoneill8464 I feel the same way but I guess the game isn't for me anymore.
@@krisoneill8464 But you can choose not to fly?
A very boomer take but i respect it
The worst part of MoP was EASILY the daily quest grind at the start of the expansion. That was awful
Worst feature... The wow token??? The level boost??? How about the p2w items and mounts.... Disgusting
What p2w items?
Please specifically address which P2W items you are talking about. There is none, there are mounts but everything there is just a flavor of mount. There are no Pay 2 Win items though and you are a liar.
boosts and tokens, absolutely i agree. boosts absolutely wrecked the game economy, and boosts flooded the game with inexperienced players who didn't get the time to adjust to wow's 'language' and game feel, as well as creating a disjointed experience for new players.
cosmetic items aren't so much an issue - the cosmetic store items just mean some pretty items are locked behind a paywall, i really don't see what's 'pay to win' about it, as they're cosmetic only.
as a mount collector, i definitely am disappointed when a great mount design is locked behind a paywall, but i get it. besides they fixed a lot the problems cosmetic mounts on the store created with the trading post anyways - they even REGULARLY cycle paid mounts through the trading post, and backed down from making tender microtransaction-based.
activision-blizzard is money hungry and scummy in a LOT of ways. shockingly, a lot of WoW's microtransaction model isn't.
Classic - Class Balance
TBC - Attunements
Wrath - Vehicles/Winterspring
Cata - 80's Parodies replacing classic quests/Cesspool Guilds
Mists - Scenario's, cool idea, bad execution
WoD - Garrisons/Low amount of content
Legion - Unlegendary Legendaries
BFA- Warfronts, overpromised and underwhelming
Shadowlands - Jailer/Story/
Dragonflight - Boring design for main bad guys, Raz just looked like the crappy mount you forgot was in your collection
War Within - HighProfession Quality requirements + Timegated Profession Progression = you get to make money off one or two items before they become irrelevant with raids
Garrisons, garrisons, and more garrisons.
I think TBC's Alchemy Discovery mechanic is infinitely worse than attunements; part of that is because attunements did get changed while that Alchemy nonsense is still in the game to this day, but Discovery as it was is still just as astoundingly stupid in Retail today, made even worse by the stat squishes rendering essentially every non-Transmute recipe pointless.
Classic Andies might have this list:
Vanilla: nothing, perfection, how dare you ask me
TBC: flying
WOTLK: easy heroics/charity epics
Cata: everything, it’s not part of the original trilogy
MoP: everything, it’s not part of the original trilogy
…. You get the idea
sorry that's the sheep, here's some alternatives
Vanilla : PvE gear shouldn't be allowed in PvP, it should have a cash shop that you buy items from as you play along and get income like LoL etc
TBC: Azeroth becomes useless & should have had quests back and forth
Wotlk: Deathknights not starting at level 1 and getting a full play through experience
Cata: inflation of damage, why does swinging a sword do 8,240,001 damage all of a sudden?
Classic players seem to whine about a lot of different things it seems.
@@canwestopretails players be like : when ure eating shit ure use to eat shit
@@clerniaz131 what
@@canwestop @canwestop when you eat shit ure getting use to eat shit
IMO
Classic: Not enough viable specs
TBC: Attunements in general, but especially for alts
Wrath: Vehicular combat was incredibly half-baked
Cata: Vashj'ir (I'm just terrified of underwater settings)
MoP: Golden Lotus rep grind (and the fact that two important reps were locked behind getting Revered with them)
WoD: Flying being removed or the sheer amount of cut content.
Legion: Legendaries. You're right on the money with this one.
BFA: Corruption pre-vendor, Azerite armor pre-8.1, or Essence acquisition on alts.
SL: Shards of Domination. These were so infuriatingly bad that they almost singlehandedly ruined an expansion I otherwise still managed to enjoy and could write a whole essay on how these were almost game-killingly bad.
DF: Augmentation
TWW thus far: I don't enjoy Delves, but they're just not made for players like me, so idk. Too early to judge.
I agreed with most of these picks, except for dracthyr as the worst of Dragonflight. I know a lot people wanted or expected the giant wyrmkin to be made playable as a dragon race but I've always found them very goofy with their tiny heads and oversized body and feet.
The dracthyr make a lot more sense as a "dragon" race since they have wings and actually reptilian faces. It would've nice for larger body options but with how the dracthyr are currently they have cemented themselves as a favorite of mine.
I think the worst part of DF was actually the addition of the augmentation spec to evoker, it ruined balance in season 2 and caused other classes to get nerfed simply because aug buffed them so much. Maybe I'm just salty that I couldn't play my Devastation Evoker in M+ for half a season
The lack of transmog in dragon form is unforgivable though, especially because of how good evoker tiersets look.
The lizzard is so bad. It does not fit the wow vibe for even 1%.
tbh dracthyr resemble demons more than dragons imo
What is strange is that for the Classics, IE the Burning Crusade classic, the devs seem to have slim down atunement, wrath classic brings back dungeon finder which for some of us who play the "community unaccepted classes", its a godscend, as for Cata, Raid finder did not return apparently, there are still tons of odd adjustments like Druid's feral and guardian class tree is still in one category.
As for worst on launch, the worst feature of Warlords of draenor was the stat reduction, severe stat reduction to the point future expansions will mean, I have to spend 20 straight hours dungeoning. Yea, fighting enemies was a slogfest and getting into a fight with two was guaranteed death. Even with heirloom gear, it was still a slog fight.
Yes I stick to Classic quite a bit and very out of hte loop when it comes to retail, now I must ask, what the fuck is going on with The War within? Because past game trailers before Draenor, were great about showing what will come. War within, it feels like its just a modern game trend, a cinematic trailer with nothing to show.
Good video. I agree with most things, other than your pandaren criticism. Most races in WoW truthfully look goofy. Trolls, taurens, gnomes to me aren't any less goofy than pandas. I really feel like they fit in fine. And have technically been in Warcraft since atleast WC3 with brewmaster.
Also ive actually surprisingly really liked the underground zones in TWW so far. Doesn't feel nearly as claustrophobic as i thought it would. Seems surprisingly open. Hallowfall is definitely the best of the 3 though!
Vanilla was unfinished, and negative feature of all new expansions was, that you have stopped playing the old ones.
For example, if you start playing WoW during TBC, you probably never visited Vanilla raids, just rushed towards levels and Dark Portal.
And the worst thing for WoW was when all players stopped moving around the map and just sitting in cities and waiting for BG etc.
100% and is still a design fault that the game suffers from after almost 20 years, with the only thing the dwindling player base complain about being an extra grind for a gimmick-of-the-expansion gearpiece. Very disappointing.
Pandaren, the race that's been around since WC3, too goofy when there's gnomes and goblins? What a bizarre take. Rest of the video was straight gas though, definitely agree
It was a single bonus char in warcraft 3 expansion without any connection to the lore or the main characters. So not much to base an entire race on. Naga would have made way more sense.
I mean, Chen helped Rexxar and Thrall establish Durotar and then met with Jaina, also helping fight off Admiral Proudmoore. That's kind of important, no?
Though I do agree, we definitely should have naga playable by now.
@@FloodclawKupo I repeat, he was bonus character. You had to unlock him somehow first or else you play the campaign without him.
So storywise he played no part in it nor did he interact with any of the main characters. Therefor he didnt help fight off admiral proudmoore lorewise even though technically he is in the game. His character could be replaced by anyone else at that point.
@@origami83 Canonically he does whether or not you choose to in-game
"They don't really fit in" - I couldn't really agree more about Pandarens. They were a joke, a easter egg on W3 if you will, but that's it, they shouldn't have been added to WOW
For me, the worst feature in classic is easily world buffs. The buff cap problem exists solely because of the prevalence of world buffs. Some of the worst parts of Classic's culture are exclusively because of world buffs (guilds requiring full world buffs every week or you get kicked, not being able to play your character until raid time, dispelling and general griefing, etc.) It got SO bad that they had to add a special item to mitigate most of these problems near the end of classic's lifetime (similarly to how they tried to fix the problem of legiondaries).
Honorable mention to the introduction of the honor system without any battlegrounds singlehandedly causing most pvp servers to become 99% one faction. They had to emergency roll out bgs sooner than intended but the damage was already done.
I would argue that the issue in wrath wasn't so much that there wasn't anything to do other than raids, it was that the alternate gearing route, doing a daily heroic for tokens, was toxic. Because everybody just wanted to get through them as fast as possible, to the point they didn't want anybody in the group who actually needed gear from the place. Classic adding beta and gamma titan things to the dungeons meant that people could indeed gear through dungeons as catch up gear, but they had to do harder variants of the dungeons. They still blew through them, but not to the absurd lengths they did at the end of vanilla wrath.
Island Expedition is genuinely my favorite fun activity added to the game, and the fact that it's still profitable to run today due to its range of transmog drops makes it even better.
The fact that it was seen as mandatory during BFA really ruined it for a lot of people, that's true, but people are really too harsh on the activity when judged objectively today.
For me, the WORST thing about the Dragon expansion was suddenly, with no warning, the crafting currency we had been struggling to get all expansion was turned into a cheap, useless, gray.
The worst feature of cata was "rehashing old content". It's all you heard about at the time.
The worst feature of wotlk was boring dps rotations and heals. Mages had 2 spells, healers just used flash heals and didn't even have to think about mana, add-ons told you where to stand in raids.
I think one of the absolute worst things they ever added was heirlooms. It removed so much of the satisfaction from leveling because gear upgrades disappeared. Dungeons had no other purpose than exp, and they increased the gap between old and new players.
I started playing WoW maybe a month into the start of vanilla... friend of mine played the open beta and ended up having to start over a couple of weeks after the game went live because of server issues. Turned out the server he started on literally caught fire as Blizzard didn't have anywhere near enough servers at the start.
When BC was about to start and they had the Dark Portal event I ended up getting the Tabard of the Protector on at least one character, maybe more.
Achievements and reputations? Just another grind...
Remember folks... just say 'NO' to pugs. I also think Cata was when WoW really started going downhill...
Li Li was probably my favorite NPC in Mists. I was also rather irritated how Blizzard apparently decided that Garrosh needed to become a villain... to be honest the whole thing left me thinking he'd been slipped some demon blood by the Burning Blade or something similar.
I ended up quitting about halfway through BfA, got so tired of the grind.
The problem with Pandareans too was once MoP ended they didn't see any action until Legion. Blizzard never changed anything in the world to make them feel part of it.
in bfa i didnt have to think twice i immediatly said "scaling" i hated it so much that when you were fully geared you couldnt properly oneshot a fresh level 120
What I remember the most from BFA is very noticeable phasing. I know phasing wasn't new but I think it's when it came to the forefront it always made places feel empty, compared to whatI was used to. I always played on high pop servers and I guess their target number of people per layer was just lower than I liked. It's pretty ironic since it is intended to guarantee a more consistent experience, to me it became consistently underwhelming 😅
Add to that mobs and people sometimes disappearing when you cross some invisible frontier and they'd killed most of fhe MMO feels for me.
Just a note, I cried once I heard Legion music in this video.
I am a hordie through and through, but the sacrifice of Varian was something.
I love how you said that the garrisons were gonna be the closest thing we get to player houses for a long time and then 2 months later they announce player houses