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With World of Warcraft coming up to its 20 year anniversary as an MMORPG I wanted to take a look back over its long history of changes and updates, and answer a simple question – what was the worst feature of each expansion?
Planning to check out best features in an upcoming video too, but today we delve into the depths of some things i’d sooner forget from the Warcraft universe.
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4:53 clean
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.
LOL youre telling me a riot dev is credited for LFR, say it aint so.
Yeah the lack of transmog for dracthyr is definitively a super downer. Baffling decision. I can understand the back being blocked by wings and maybe the helmet because of the snout shape but like.. why can't we transmog chest, wrist, hands, legs and feet? Also the head transmog only gets a pass because I know how lazy blizzard are with helmets. Tauren have been suffering since Vanilla and Worgen since Cata so goes without saying they'd leave it out for Dracthyr. Also while we're on the subject get worgen some paw-covering boots already god damn it.
Also the massive complaints about the models not being buff enough is kinda' funny to me. I mean yeah they are on the skinnier side but like.. how many of you are closeted gay guys sad about the fact that the new dragon boys aren't muscly and sweaty enough? Almost every other race in wow is comically buff, leave the poor dracthyr alone.
The worst part of MoP was EASILY the daily quest grind at the start of the expansion. That was awful
Most benign choice to put pandas on this list at all orcs are goofier than they are man
Disliking Pandaren because "they don't fit" (despite them being in the RTS) is the most boomer thing possible so this being on the classic channel fits extremely well
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.
Personally I loved the dracthyr. My chief complaint is not being able to see the tier. They could have done some really cool work with the tier models. And for older gear, if they can make wolfmen, short foxes and big ass trolls, Tauren etc fit in older gear, they can fit dragons into it
cant fly under ground = skill issue
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.
Worst feature of Wrath into Cata, players using gear score in Wrath, Blizz looking at that and making iLvl a required feature…
BFA story was really good, for horde. They did warcraft stuff like defeating ancient evils… the alternative was real housewives of the alliance as Jaina, her mother and her mother's frienemy sort out their nonsense: and it – was – awful. Not too bad if you're a main character only type player – but I'm an altoholic and leveled 8 alliance toons through BFA. I was a dedicated alliance player – until BFA. When I made my first horde toon in order to unlock all the allied races (which was purely for completionism), and I got to BFA content: I was genuinely mad that horde side BFA was so much more fun. It wasn't even close, either, it was just night and day.
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.
Worst feature across all games: WoW Forums.
Good vid, Willie, cheers mate.
I think Dragonflight's worst addition, and one which I'm baffled they barely changed for TWW, is the professions "overhaul."
Talents for professions that let you specialize in certain crafts is awesome. The rest? Not so much. Knowledge points, the massive cost of doing anything remotely useful with your profession, ranks on everything that isn't a final craft (I think it's fine on final crafts), the massive time gating with 0 catch up, the overly complex and poorly explained work order system… It's all SO BAD.
Probably the biggest Dragonflight net negative in the game so far.
I feel like if they had added brewmasters instead of monks, the pandas wouldnt be so annoying to some.
For most expansions, as an arena player: having to spend 90% of my game time doing irrelevant content (raiding) instead of just being able to spam arena vs balanced gear.
The PVP gearing system and ability for PVP players to just play the game casually was horrendous.
You can sweep Shadowlands under the rug, but we still lost Sylvannas.
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.
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)
The worst feature of The War Within was how long they delayed actually unlocking the Earthen.
You cannot imagine my disappointment having searched for 'A Light in the Dark' quest every week until we finally got it and… the last part of the campaign was done in an hour. My disappointment was immeasurable since I was checking every corner of the map hoping that I was just… missing something the week before only for Blizzard to have just delayed it for half an hour of talking/cutscenes and half an hour of actual combat.
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.
Azerite System was the worst for me. Absolutly horrible idea of Blizz -.- Just timegating
where the hell is the dance studio they promised in wrath
Pandarens are goated just saying
Worst features are the stories for the past 3 expansions
I disagree with the war within critique. I actually quite like having to zigzag around thingsin flight. Part of my gripe about flying was that you just fly in a straight line for the longest time. This actually gives you something to do to get from point A to point B. And there's plenty of stuff on the map to keep you interested and busy if that's what you want to do.
Personally, my biggest gripe of the new expansion is Anduin being made into a giant p*ssy. Oh, and **SPOILER ALERT** The fake out death of Khadgar. If you're going to kill a character, have some balls and keep him dead. Now he gets to come back just to play second fiddle to Allerria and Anduin the P*ssy.
haven't played WoW in awhile but I think an easy way to make it so people could see their armor with the dragon race is to have the dragon form be kind of like a ghost that goes over the character that way the player can see the armor in combat if they want to. if talents are still a thing I'd just put it in a level slot that doesn't matter for the race.
I really hated the grinding of artifact weapon at the start of the legion. It was really alt unfriendly and falling behind others was a real fear. And the fact that all the artifact power went into one specs weapon and didnt apply to all made it that changing specs was a nightmare. Legion as a whole was really sweaty expansion due to all grindy elements on top of each other.
In TWW i gotta say delves. They are just sooooo linear that I dont understand what am I delving? They are wish version of torghast imho
Yikes, thinking back to Bfa and Sl its crazy how bad the game was back then.
The worst feature from Mr pandaria was the daily grind to get everything done I really enjoyed the pandarin
Pandaren were and still are a good addition and I'm taking that to this game's, and my own, grave. >:(
Nah, the worst thing about MoP was the level boost that was added at the end, get out of here with Pandaren and Titanforging lol
"Imagine being the guy who makes tier sets for the Drac'thyr knowing that they're never going to see them in the first place"
That guy must be made fun of by the guys who've been designing Druid tier sets since Classic.
Imo, the worst thing in TBC was the addition of flying mounts.
Aaa