World of Warcraft: Cataclysm Review
Most apocalyptic.
Developers and fans of hardcore, sandbox online games like EVE or Ultima Online – emergent, changing worlds born from dog-eat-dog player interaction – like to dismiss the more populist virtual worlds, like World of Warcraft's, as "theme parks".
The implication is that they're kiddy activity centres where every event has been designed by committee and carefully stripped of personal risk, and where nothing ever really changes. After you've killed the biggest dragon in the world, you can get off the ride, rejoin the queue and do it all again. Hell, the polygons probably have padding. That's not real life!
Well, no. It's a game. Horses for courses, but it's always struck me as a curious insult; theme parks are, after all, supposed to be magical and exciting escapist wonderlands where the fun never stops. If I can have that without paying 10 dollars for a Coke and wading through thousands of human bodies to get to the entertainment, sign me up.
I guess Blizzard feels the same way. Almost everything it's done with Cataclysm – the third WOW expansion, which goes hand-in-hand with a sweeping reinvention of the six-year-old game – is about maximising the easy-access fun and minimising the unpredictability and pain. In fact, the developer's now so comfortable with the theme park motif that, in the old-world zone of Azshara, it has actually constructed a rollercoaster.
The Goblin-built Rocketway sits players on a cartoon missile and shoots them around the crescent bay of this rocky zone, eradicating tiresome travel times with its big-dipper bumps and swoops. And, yes, there's an achievement for riding it from end to end: a digital souvenir.
Indeed, Azshara is a demonstrative case-study for Cataclysm. It's one of the most extensively remodelled areas from the original game. Feeling that the six-year-old experience of levelling to 60 was confusing, bitty and dry when compared to the much slicker, more eventful questing offered in the expansions, Blizzard has used the catastrophic emergence of the dragon Deathwing into the world as an excuse to re-engineer the whole thing.
Floods and eruptions have physically changed the world, and events have moved on, rewriting the scenarios and quests of the two continents of Kalmidor and the Easter Kingdoms. Some zones have changed more than others, but the overall experience is overwhelmingly different, right down to the evocative music. This reboot is, in fact, free, and was pushed out to all WOW players in a mega-patch a few weeks before Cataclysm launched.
Azshara was known as one of the worst zones of classic WOW, with its awkward geography and thin, context-free questing. Now, boasting over 100 new quests and revised from level 40ish down to levels 10-20, it introduces the newly playable Goblins, a comedy race of rapacious capitalists, to the old world.
Old Azshara was a rugged mountain wilderness where life was hard, travel was long and experience had to be won with grit and determination. New Azshara is an explosion of gratuitous entertainment, where quests flow smoothly in jolly yarns with satirical punchlines. Sentient dinosaurs plot to colonise space, vain mages tout mini-games, ancient dragons do rom-com, elemental giants do toilet jokes and you're showered in so much experience and loot you can barely keep up with your own levelling.
There can be no doubt about it; it's a revolutionary improvement. The revamp answers a decade of justified criticism of MMO content, junking grind altogether and remoulding old tropes into new (and, incidentally, wonderfully-written) adventures. It is indescribably more fun.
It's also quite silly. WOW's Cataclysm is the apocalypse as romp. As destroyers of worlds go, Deathwing is a pretty benevolent one, leaving a trail of entertainment in his wake.
There's just one problem. Old Azshara was annoying, but it was also melancholic and mysterious, and wringing progress from it made you feel like hardy fantasy frontiersman and explorer, not a kid at a fun-fair. And due to the ephemeral nature of online gaming, it has gone forever now, and a small part of WOW's soul has been lost with it.
This is true right across the old world: the game is better and more eventful, but also easier, less serious, and more ruthlessly efficient. That makes me sad – a sentiment echoed by Blizzard itself in a few poignant quest lines – even if I would be mad to actually want things back the way they were. Classic WOW, the game which launched 12 million grand adventures, has died, taking with it most of its flaws and a little of its epic mystery. There's no need to mourn its passing, but it deserves a moment's recognition at least.
So what else is new? Everything. The free patch also offered some new combinations of race and class, a major interface update and radically re-sculpted each class's levelling progression, including a total overhaul of the talent-tree specialisations.
There's absolutely nothing to regret here. Combat is tighter and more interesting across the game, with most classes enjoying some fun new mechanic. The talents are fewer, more varied and more useful, while locking you into one path for much of the levelling really helps define each specialisation as a mini-class in its own right. There are too many welcome changes and useful systems to list, but it's worth celebrating the death of weapon skill and the birth of item reforging (a wonderful boon for endgame min-maxing).
Everything is also prettier, more helpful and easier to use, right down to tooltips that suggest which situations you might want to use a particular skill in. Nearly all MMOs are poor at explaining themselves, and mechanically dull for the first dozen hours, but WOW is no longer one of them.
A staggering amount of work has gone into what must be the biggest, deepest and best free update to any online game, ever. It does beg the question: what's left to put in the expansion itself?
The first 15 minutes playing as a Worgen. Gothic.
More than enough, but there's no disguising the fact that Cataclysm has less to offer the high-level player. For many, the most enticing attraction will be starting a new character in one of the two new races – Goblins for the Horde, and werewolf-like Worgen for the Alliance – and enjoying their action-packed starter zones. Goblins are blasted through hilarious pastiches of Grand Theft Auto and The Land That Time Forgot; the Worgen introduction is even better, a stirring Gothic fairytale about the fall of the kingdom of Gilneas.
Only five zones take you from 80 to 85. They're spectacular, packed with riotous adventure and emphatically varied, from Vash'jir's love-it-or-hate-it undersea exploration to the Indiana Jones-quoting, Egyptian-themed matinee antics of Uldum. Mount Hyjal represents the Warcraft series' vivid take on epic high fantasy at its absolute height.
Whether the five zones gel as well as the unforgettable unfolding of Northrend in Wrath of the Lich King is up for debate. What's not is that it's much, much shorter - you'll sprint through four of those five levels fairly quickly, before slowing down on the long climb to 85.
The emphasis, this time, is on delivering a more substantial endgame from the off. It's naturally not that easy to tell, at this early stage, how successful it is. In terms of dungeons, there are fewer options for five-man levelling and Heroics, although they're packed with novel mechanics and some of them – including the Vortex Pinnacle and Halls of Origination – are up there with Blizzard's peerless best.
There are more raids than Lich King had at launch, though, and a relaxation of raid locks makes raiding easier to get into. Don't think it's easier overall, though. The difficulty on even Heroic five-man dungeons, combined with the rebalancing of healing, has been a brutal slap in the face for many players.
Item level requirements help sort the wheat from the chaff, but it will be a while before you can get your equipment, and skills rusted by Lich King's quick-fire dungeoneering, up to speed. Opinions are very strongly divided on this, but if you were worried about the amount of actual high-level content in Cataclysm, you cannot complain about the deadly, long-haul seriousness of the dungeon and raid endgame.
WOW has never had the same stature as a player-versus-player game, but its wild popularity requires it to take PVP seriously. So Cataclysm offers some new Battlegrounds on old models – did we really need, in Twin Peaks, another Warsong Gulch? – and Tol Barad, a better attempt at an open-world war-zone than Lich King's Wintergrasp.
The big news, though, is rated Battlegrounds. This system brings the ranked competition and desirable rewards of the deathmatch Arenas to WOW's best PVP content, the Battleground maps, for the first time. Although these have only just been implemented, being able to participate in cutting-edge PVP without subscribing to the acquired twitch-gaming taste of Arenas can only be a good thing for WOW's PVP endgame.
Finally, Cataclysm offers two of the most-requested features for the game – the ability to use flying mounts in the old world, and a guild levelling system – and one no-one would ever have thought to ask for: the Archaeology profession.
They're somewhat mixed blessings. It's both thrilling and useful to be able to see old Azeroth from the air for the first time, but I'd question the decision to allow it at level 80 rather than 85; the exploration of Northrend was so much more challenging and exciting for being required to do most of it on foot.
The new guild system comes with a supremely useful interface, and progression is fun (if rather strictly controlled) with perks for all and tasty rewards for building reputation with your own guild. The extra incentive for social play is very welcome in what – thanks to Dungeon Finder, improved solo content and general ease of use – risked becoming a rather lonely MMO. Some will balk at the whole new world of grind opened up by the guild achievement list, however.
The first 15 minutes playing as a Goblin. Parodic.
Finally, and least excitingly, Archaeology is a bizarre time-sink that encourages you to survey locations around the world to unearth fragments and combine them into artefacts. You can find a few useful and rare items this way, and uncover some interesting snippets of lore, but the process itself is devoid of interest while also being much more long-winded and fiddly than fishing, say.
But millions will grind away at it quite happily regardless, because MMO audiences only really crave one thing: endless and varied opportunities for progress. That means time-wasting fluff like Archaeology is, in its way, just as important as the endgame number-crunching or the narrative sweep of 85 levels of adventure. Blizzard is the only mainstream MMO developer to fully understand this and commit to it, and it has never demonstrated that so forcefully.
It's difficult to score Cataclysm, because, as Rob pointed out, there has simply never been a gaming product like this before. Judged purely as an expansion pack and leaving the free patch content to one side, it's excellent but ever so slightly underwhelming; as enjoyable and unbelievably polished as Cataclysm is, I suspect that Wrath of the Lich King will, in future, be looked back on as the game's creative pinnacle.
However, if we approach this as a re-review of the whole game – which we should, because it's exactly what Blizzard did – then the only sane response is one of awe. World of Warcraft was already one of the best, and by far one of the most successful, games ever made. To turn such a harsh gaze on it and commit to improving its quality on (literally) every level, pleasing every kind of of player in the process, shows vision, immense guts, and a total lack of complacency. I doubt any other developer, finding itself in Blizzard's position, would do the same.
Cataclysm doesn't just make WOW better. It does something even more valuable than that; it renews it. It fires your excitement at starting on that long road one more time, and invites you to relish the journey just as much as you'll lose yourself in its ending. If the price we have to pay for that is that it's a little less magical and a little more Magic Kingdom, then that is a price we will all willingly, happily pay.
10 / 10
Special thanks to John Bedford for his assistance with this review. World of Warcraft: Cataclysm is out now for PC and Mac.
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Comments (69) Latest comment 1 year ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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One correction: You can fly in Azeroth from level 60 not 80.
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I like having a social life, and I was one of those people who can sadly become hopelessly addicted.
Hope everyone who can enjoy it sensibly does just that though!
It's a real blast.
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Gear is largely useless until you hit the level cap as well - I was using my level 80 purples well after I had hit 85.
However, Archaeology is very addictive, the redesigned zones have been greatly improved (Barrens especially), and there are plenty of LOL moments - especially in Uldum. The new dungeons are brilliant as well, with a lot of the 5-mans feeling just as epic as raids, and they seem to have found the sweet spot between the punishing difficulty of Classic and TBC dungeons and the hold-your-hand easiness of WotLK. Guild levelling is also brilliant - you really feel like you're working as a team towards shared goals.
So, erm yeah. It tempted me back, and I've remembered why I fell in love with WoW all over again.
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Everything old is new again and better than ever.
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You're doing it wrong.
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the engine may be dated but what they do with it is inspired, fly around Uldum again and tell me it's terrible looking. For me it's beautiful and you don't need to spend 2k on a computer to run it properly (another of the reasons for wow's success)
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/dragged into the darkness by some unknown force
So can you now lvl a new chara to 80 in azeroth without touching Outland or northrend?
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No, you still have to go to Outland and Northrend. The new areas are for 80-85.
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The king is dead long live the king!
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I could never play a never-ending game.
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I returned to WoW a few days after Cataclysm launched and played it for about 50 hours over one week completing all the new zones and revisiting some of the changed zones with low level alts. However I have no desire to log back in.
My main issue was how linear the game now is. Blizzard are masters of creating a virtual world yet now for some reason they want to channel everyone down the same path as quickly and with as little interaction as possible between each other. Hyjal was the perfect example. Small cramped valleys led all players down the same predictable route with little opportunity or reason to explore. Too much of the freedom of an MMO was lost. Grouping was never necessary or easy to accomplish with everyone split between different phases. There was never an challenge to any quest meaning you needed help.
I remember the sense of collective satisfaction I got when you cleared those impossible Elite quests and finally completed a zone with your guild mates or some fellow explorers, allowing you to move forwards to the next challenge. Then the achievement of 5-man dungeons at level 60 and the uncontrolled emotion people felt after epic 40-man raid encounters. That all seems gone.
The last evening I played Cataclysm I spent preparing my gear with enchants, gems and levelling my crafting to make some basic gear to take on the first level 85 dungeons. I headed out over Uldum to discover the last dungeon I needed unlocking in the Dungeon Finder. I entered the instance and saw the tiny map when I had the overwhelming thought. What is the point?
Why do I want to grind gear for hundreds of hours in some dungeon. While the fantastic virtual World of Warcraft is forgotten?
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Soo.... you played for 50 hours in one week and wonder why you found it boring ? Am I the only one who finds that quite ironic?
I would imagine if someone played the same game for that long in such a short period of time that they would be worn out and not enjoying the game anymore regardless of who it is or what game it is.
I like a burger, but I wouldnt want to eat a burger 20 times a day for a week!
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Because of the mass appeal of WoW the graphics are shackled to 2004 and it is a terrible looking game even with all the settings on maximum
I often find peoples use of words such as terrible (or shit, or crap, or awesome on the other end of the scale a little odd)
Sure it can't compete with the latest and greatest, but I can't understand how anyone would call it terrible. I play a lot of older games, like for example, Doom. How would you rate that graphically...
WoW's artstyle works quite well. It does look a little dated, but personally I would still say it's a good looking game. I certainly don't run around thinking about how it looks and having that effect my enjoyment of the game. In fact I'm always impressed when flying around and able to look down and see what's happening below and in the distance.
Anyway, very impressed with it so far. The new content is great and questing feels a little more involving and interesting than before, definitely feels like there is some purpose to it. I'm basically have a damn good time with game, probably enjoying it more than any other game I've played for several year.
Never did get all the talk of addiction though. Just don't play the game so much. I would say I had bigger addiction problem when I used to play CoD 4 online than I've ever felt with WoW. For a period of a couple of weeks I just couldn't stop playing it.
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The new 5 mans are ace, a huge improvement over WoTLK. However as a singleplayer experience wow is far below Demon's Souls, ME2, Dragon Age etc. Levelling is means to end, smooth and fairly enjoyable, wow comes alive with other people.
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Can someone please tell me which quest is this referring to? Thanks.
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Secondly, well done for getting this review done by Christmas! I know both that levelling in WoW is much swifter in Cataclysm and that it's your job, but still it's bloody admirable all the same!
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You're doing it wrong.
Oh really? Even though the new gear I was getting had a higher item level, they had much, much lower stats than my ilevel264 gear. The only gear worth using was once I started getting ilevel325 blues.
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Not a major upgrade yes but definately enough.
As for my various wrath green/blue geared lvl 80's the upgrade is MENTAL increase.
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silly man, go watch a movie on telly or summat
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Coming to a thread about an MMO telling people to get a life is probably the dumbest thing you can do on the Internet without getting away with it. So congratulations on being stupid.
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Cataclysm is not worth a 10/10.
This isn't to say, however, that it isn't a great step in the right direction. There is more flow, more emphasis on story-driven encounters and far more on keeping guilds together and dissuading people from cheap guild-hopping. It looks better for the most part (although many old models are in desperate need of a redo), sounds better and handles better. You'd think then, that it would BE better.
But the 1-85 is the easy part, and only half the game. It is when you go on from 85, however, that much of it unravels.
There are lots of things wrong. Class imbalances are to be expected, but so much of it reeks now of "Well, if we balance you out correctly PvP is screwed!". The class order is a classic case of "Design by comittee" - tuned tanks up to be nearly equal to DPS, so some DPS classes can be tuned down. The result is... well. Quite frankly, a mess. I'm sure PvP is much more interesting now, but it's negatively impacted on the PvE. Which is not a smart idea when a large chunk of the playerbase PLAYS it for the raids and heroics... speaking of which...
Next is heroics - if not the LFD tool in general. I love heroics usually, I love meeting new people but I run around after every heroic now screaming "UNCLEAN! The disgust! It won't wash off! BURN IT BURN IT WITH FIRE!". Heroics are mostly populated with people who simply haven't got the message that they are harder - and therefore, expect others to carry them. And if you can't, they kick you for someone else who can. I'm sorry, this was annoying enough when I could carry people through heroics in Wrath, now I can't I'm being penalised by players for this? What a joke. The game has changed - the playerbase, sadly, has not. Whether it will or not is entirely dependant on if Blizzard can resist caving into this large chunk of the playerbase who want things made easier... yeah. They'll get what they want eventually.
On the other note, some heroics bosses are designed... well. Rather cheaply. I dislike the instakill moves they're quite instant on keeping - personally, on a serious note, I have always found any instadeath mechanic to be grossly cheap and reeking of pisspoor design. That it is woven into bosses that take many moves from past raid bosses kinda takes the piss. Instadeath does make heroics longer... but it's so artificial, so reeking in desperation. It funnels back into simply frustrating players to the point some heroics are just simply "Oh, screw this instance!" and bang. The group is gone. Heroics a la Cillit Bang. Barry Scott would be proud.
ALso must be said the 80-85 content is short and sweet, there aren't enough new dailies to really go around or hold the interest (especially if you're after rares, which require sitting on dailies for the bombs and access to areas where rares can be found. I'm sure that whoever came up with that idea was really smart, and when I say "really smart" I mean "braindead"
There is some great stuff to be had in this game, but Cataclysm reeks so much of "Rushed!" that I'm kind of not sure about it. I want more content, because the end is so damned short. I want the social aspect, but right now there is a serious lack of goodwill and social camaraderie. I want to be entertained... but in truth, bosses are repeating themselves - old raid boss tactics are being recycled with a few new glows, but it is still the same old shit. It's kinda boring now. And then instadeath to add artificial challenge? Ugh. This was NOT funny in MK: Mythologies, and it is NOT funny now.
I am sure, after a few patches, that it will be better but take heed anyone wanting to rush into Cataclysm - it's a great journey on the way up, just expect a brick wall to be awaiting you when you get there - comprised of iffy boss design, tempremental playerbase and cemented together with lashings of not much else to do. It's unfinished - of course it is, but I mean it is UNFINISHED. Blizzard got the levelling right but forgot to put any polish on the endgame really - the result is a far, far uglier experience at the top than it should be...
So just relvl a few alts until it's done - or be patient and play something else in the short term. But 10/10? No. 7/10 at best right now... it's just a little careless of Blizzard, is all.
***Note***
Wrath was easy, yes I know it was. But for the most part, it was overdesigned and actually, overpolished. They pretty much made everything work too well - which is fun, but it does make things easier. Difficulty with shitty unfinished mechanics? Well, they've simply just ended up at the other end of the spectrum... hello Blizzard, middle ground. We need it please.
I still enjoy a couple of hours a day in Azeroth... but I've spent less time in this new expansion than I did at the start of Wrath. Which is a pity I suppose, but it may be intentional, to get players to stop playing pabwahahahahaha sorry no I couldn't really do that with a straight face.
It is not 10/10. Cataclysm is not perfect. And it probably won't be until at the very earliest, patch 4.1 - because a lot of what needs to change will require quite substantial changes and additional content. It isn't something that will be idly hotfixed in...
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WoW is not a singleplayer game. If you jump into it expecting that you're going to be very disappointed indeed.
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I agree, read the earlier comments and you will understand mine.
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Let me add one more thing concerning 5 mans:
Some trash / bosses in there are simply melee-unfriendly.
You will eat a lot of damage in melee range regardless how good you are and that is sloppy design period!
The only way I won't take much damage as a rogue is to stand out of melee but then my dps is zero.
It's as in TBC when it was the same with boss 360 aoe and shit.
Later Blizzard caved in and tuned the damage for melee down and I expect them to do the same here but it's really shitty that they seemed to have forgotten this lesson.
I shelved my rogue mostly now and play my lock who is much better in 5 mans right now with standing ranged and not taxing the healer much.
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I think, for me, for all its ease and simplicity - Wrath did bring new stuff to the table. Cataclysm does, but only for the levelling really - the dungeons and heroics and in part, the raids too - all feel oddly recycled, and I mean ODDLY recycled. I have not seen one boss where I'd think "Ooh. That's clever and fresh." MAYBE, and I say this painfully, MAYBE Anhurr with the levers mechanic - but that's not really original, just done in a clever way on heroic.
I will say this to people who think we were spoiled in Wrath - the good old days of Vanilla WERE CRAP! Honestly, I am sick to the back teeth of people saying "It was better in Vanilla". If you can remember the 60s odds are you weren't even there (See what I did there?). What I remember of it was a game that was good, but lacked content, depth and compared to its rivals, it lacked a certain sparkle. The high point for me, I remember fondly, was selling a Core Marksman Rifle for 5000 gold. Today, that is pocket money for most people. Old Naxx, I remember bits of it - but mostly I remember how bloody hard it was to get people there. There was nowhere near the same drive there is today to be first, or best, and when guilds lost people geared for the content - there were no shortcuts, no seals or justice points. You had to drag new recuits or old hands through all the old content, one instance and raid at a time. For most, this was too much effort for very little in the way of gain, so guilds cannibalised each other in order to sort of get people for raids - something discouraged and penalised now.
WoW changed for the better. It wouldn't have become the behemoth that it is now if it remained so unfriendly, so difficult and so awkward. TBC was the start of bringing it to a wider audience - and with it came balance, refinement, a sense of theatre and drama, pantomime and pinache, with gear that looked right and classes that defined themselves. Arena was a bit of a dumb idea, seeing as it has in part caused more problems than it solved - but they made it work. Wrath is an example of what happens when you get it just so - for the majority of that expansion, it was easy. But it was easy because it worked so well - just like most normal, non-MMO games. You get the controls perfect and the systems right, it's beautiful and ethereal - but short, simple and by letting the mechanics do all the work, a bit hollow and empty as well.
Cataclysm isn't a step back to take a step forward - it's a step back and it's just remembered what lay behind it was a massive pile of dog poo. In no way is Cataclysm the reimagining - it's a fragile blend of old and new, and in all fairness - like any blend of water and oil, the two parts have seperated and it's all looking, sounding and playing a bik manky, is all. Enjoy it for what it is, but 10/10 has me shaking my head... I thought I was a WoW fanboy.
Seems my rose-tinted glasses need a refit. But I still think, for those looking back so fondly to these times... you should've gone to Specsavers...
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More to the point though, how much are you being paid to come here and knock anyone who dares play WoW? If you're not being paid, I have bad news for you...
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And I'm a bit puzzled by the statements that there isn't enough dailies - I'm having to choose which ones to do. And on top of that you have the tabards to grind rep through the LFG tool. And then for timesinks you have archaeology and the achievement system, all the old quests to do (assuming you're not playing a new alt), etc etc.
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As for heroics being "satisfying", I would be satified just bloody having a group that gets one done. That I can't get that funnels back into my untold frustration with the new system - I want hard, but I don't want cheap - and instadeath is, under anyh and all circumstances, cheap. If you die, it should be because you screwed up - Wrath had that much perfect. Cata just says "Oh, I see you're at boss three of five, eh? Thought it was going well? DIE DIE DIE DIE MUWAHAHAHAHAHAHA!". That's not fun. That's just Blizzard being a massive bunch of cocks - but then, they designed heroics with the top guilds in mind - which means simply that they catered it to a very small portion of the userbase, rather than letting heroics be a bridge between normal play and raiding. That's not satisfying to the majority of us. We're not masochists.
And you are right, this is before you even take into consideration the playerbase, who are as split on this one as ever and the egos, the temper tantrums, the kicking even for the most minor of things - I've seen people kicked from Deadmines because they, in the prototype reaver, let the elementals move. I've seen people kicked because after being sworn at, they said "No need for that language!". The LFD Tool is that long for two reasons - one, my guild doesn't use it anymore and two, most guilds I know of don't use it anymore. We keep it calm and in guild - both netting us achievements and with better communication all round.
The endgame lacks polish. THAT is the criticism, and I think it is a criticism that is perfectly valid. It lacks the usual levels of shine Blizzard are known for, and because we're not being blinded by the shine - a lot of people are noticing the flaws much quicker. That is something Blizzard needs to rectify, because WoW isn't perfect - but it was always able to distract you from its flaws... Cataclysm just doesn't have enough distraction to pull it off yet...
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I have played WoW for years and years, I can show you my old vanilla stuff, my epic bow and staff and quiver, the tabard of the protector, the titles from TBC etc. My disappointment is simply that I don't think Blizzard know what to do anymore - this might be a problem with a playerbase which is fractured and divided, trying to please everybody and not pleasing anyone enough... I'm not sure.
But like most things, it's just... unfinished. In the sense that the endgame is usually something Blizzard have excelled at - and now it just... I dunno... feels like any other new MMO, with an endgame where people are saying "Wait!" and "It'll be fixed soon!" and "Hold on for the new content patch!" and "They're working on it!".
We wouldn't accept that from other MMOs. We clearly haven't for the most part - Age of Conan says hello. APB would say hello if it weren't on life support. So why should we accept it from the biggest MMO on the market? If this is the sort of crap that kills smaller MMOs, why should we tolerate it from Blizzard?
It's difficult. I'll spend months wrestling my head around this - if it wasn't for having a guild to lead, I probably wouldn't be playing the game at all now. But I know one thing for sure...
It's no 10/10...
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Life most definitely doesn't begin at max level.
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That said, I am liking the new dungeons quite a lot. Wrath dungeons were too easy even at release. In Wrath it was quite possible to reach 80, go straight into heroics in greens and just use AOE on most packs, no need for CC of any kind. And, with a couple of exceptions, you could ignore most boss's tricks, even at the correct gear level.
Whilst we'll inevitably outgear these new heroics, and they may yet become aoe zergs where everyboss becomes a tank and spank, at least they do provide challenge at the moment. So I'm liking the new dungeons quite a lot
Overall, I'm having fun. Admittedly I stopped playing for two weeks over Christmas and I've yet to really start raiding, but I haven't yet encountered the lack of things to do that some people have described.
Overall I'm having fun. But if I had to award a score (which I find usually find pretty arbitary) it wouldn't be 10/10. At the moment it'd bearound 7 for me. It's still early days, and new content could push the score up. For comparrison I'd say Wrath finished on a 7.
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As for the 80-85, I havent had to group for anything for progress that wasnt a dungeon. No elite mobs to team up on, hard quests or anything. Anytime there was a quest that hinted at being hard or a group required - npcs or a plot device show up and wtfpwn it for you... it seems other players are purely there now to get in your way of what you need to do.
WoW was always single player friendly with clever devices to encourage you to branch out into groups. It was worth grouping up and it was worth playing alone. But what in Cata 80-85 puts the M in MMO??
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