World of Warcraft's Pve Progression Needs A Better Tutorial



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47 thoughts on “World of Warcraft's Pve Progression Needs A Better Tutorial”

  1. I feel like up until Cata/MoP, Blizzard did a decent job of ensuring people were prepared for the end-game via leveling content. It basically served as a long tutorial that made you pick up the learning curve for your class. However, that went to shit when they got to the point of shortening xpacs or removing them from leveling altogether (out of necessity, but the issue is that they didn't provide anything to supplement that loss of instruction).

    The abundance of free level boosts with every xpac also disincentivizes leveling and learning your character, as most new players IMMEDIATELY enter the current xpac/end-game the first time they log in.

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  2. Wow has a clarity issue. Mechanic wise nothing is really that crazy, the issue is you will have no clue how to deal with it or in cases with debuffs half the time you won't even be aware you even have it without addons. It's just such a visual mess that it becomes difficulty through obscurity rather then difficulty through actual challenge most of the time.

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  3. They should bring back the proving grounds, the brawlers guild and add more progression tiers for LFD/LFR.
    They also need to have some better support for reporting players with attitudes / rewarding or honoring friendly teammates.
    They NEED to improve the PUG experience for average/bad/new players. We keep the lights on at Blizzard.

    The premade LFG tool is a pit of rejection and frustration that feels like ass to use.

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  4. I can't stand these cry babies. God damn. How is this even an argument after they implemented Devles? The dude literally yells out the mechanics and holds your hand the whole time. That is your tutorial. The same swirl you don't stand in delves is the same swirl you don't stand in everywhere else in the game. Interrupts work the same way in Delves as everywhere else. It's all the same basic mechanics throughout the whole game. Nothing changes. Start in baby mode delves and work your way up, the dude will hold your hand the whole time and tell you exactly what to do and when you hit a wall, practice and get better and progress.

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  5. Dragonflight S4 opened my eyes to how bad the majority of the community is at mechanics and Zekvir showed me I might be a part of the problem. I struggled so much to beat it on ?? but I did manage to beat it. It seems like the gulf between the top and the bottom of the skill gap has become so big it's almost insurmountable to learn. I'm starting to feel like the game isn't built for someone like me who wants to learn but needs some middle level of content to teach me. Everything is either I faceroll the content or it facerolls me.

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  6. Follower Dungeons are the training (I suspect this is where Blizzard are going). They just need to add an Evaluator program to grade the player in all the areas and provide suggestions. Players should not have to hunt down external sources. The Evaluator should say things like "There were 10 places you could have used your interrupt, you only hit 3" or "Your DPS is low, look for gear that has xxxx stat and less xxxx to improve your DPS" or "You health dropped below xx%, you should use you self-heal xxxxxx in these situations". This list can go on and on. Also Normal content should have a 500% health buff. You learn nothing laying on the floor dead. This is the only expansion I've died 50 billion times doing normal content, its frustrating.

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  7. i mean, one thing they could do is just say "you are not allowed to queue for a +3 until you've done a +2, can't do a +4 till you've done a +3 ect" the exact same thing they do for delves. or they could do it by rating, like you need X rating to do Y level key. there's definitely a lot more they can do but that'd be a quick simple thing to force people to prove each step.

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  8. Interesting suggestions. Too bad it’s all counterproductive drivel to Blizzards’s Bean counters and their monetization scams where they’ll happily boost you and let you run free into the mines with all the dynamite and spite for their fellow human for a price. Player freedom!(TM)

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  9. it IS blizzards fault. the crafting system is so schitt now that im not farming for a week to make one food or spend gold on reagents from a vendor, when blizzard could allow us to have a farm again to gather these ourselves. aint worth it to do profs, aint worth it to buy aint worth it to use.

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  10. They need to create vendors for legacy raid transmogs, or at least increase the drop rates. Tired of wasting time doing mog runs and getting wrist armor and trinkets every time

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  11. so, one thing this leaves out is you don't have to (or get to) learn the M+ until higher keys because groups just brute force shit….learning dungeons requires wiping or bricking keys a couple times…pugging means you're more likely to be with someone who needs to the learn the key. As someone without a 5 stack I just didn't bother with M+ this season but the way it scales (ignorable mechanics up until they're suddenly a wall) means that puggins is gonna always be a coin flip unless you go with someone with high raider io that has obviously learned or been carried.

    Keys being a race and a one-time attempt both make learning difficult…to learn a dungeon you need to take it slow and embrace having a wipe or three…to run a key you need zero wipes.

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  12. I've been saying this forever. at this point, the game needs tutorials for high level play. UI/addon tuts unless blizz builds them in, s-tier keybind recommendations, and most importantly we need a M+ boss rush mode and TUTORIAL MODE, that has followers and allows for repeated practice at M+, so we can get good before we go into PUGS.

    Also, the game needs easy voice for PUG teams. I'm not talking some weird xbox like battle net app that does have VOIP for people on your friends list, but VOIP should be default for pugs at M+.

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  13. They should make Class Halls a part of the game! At level 10 you get a visit like normal that asks you to go to the Class Hall! You get trained as you level up with different abilities! Make the Class Halls outside of Time & you can train there all the way up to max level! I will never go back to the so-called end game of M+ & Raiding! I have RL to deal with! I play WoW for story & the solo gameplay! I do the same in my main MMORPG FFXIV!

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  14. WoW's UI is completely insufficient for all end-game content. It's impossible for new players to learn INGAME with the default tools, whether they're new to the game or new to the gamemode.

    I think delves and follower dungeons were/are a brilliant tool to use for 'tutorials' but people still won't engage with more advanced content because there is no real scaling on the aforementioned options and then you still have the UI issues.

    Go into an M0 with no WAs or DBM/Bigwigs at 580, or a M8-10 at 610. There is nothing telling you what you should really do. And that's not even touching on class mechanics/utility.
    WoW has very badly designed game progression to the point of being non-existent

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  15. It will never stop being wild to me that people complained that SILVER providing ground was too hard. If people who couldn't do that couldn't join my dungeons, good. I wouldn't want someone so utterly garbage in my content to start with

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  16. Dear lord this whole comment section is filled with the most absolutely moronic takes. This is an MMO, a social game. If you have questions ASK SOMEONE. Play with other people. Make friends to challenge content with.

    So many comments are just “Blizzard won’t read my mind and clarify what I don’t understand”. They explain the basics, you got to figure it out from there, if you won’t seek out help when you’re lost it’s your own fault for not improving.

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  17. Hear me out. What if the leveling experience and world content didn't feel like a brain dead mobile game so to reach max level and do dungeons you had to learn a tiny bit of what the end game would actually play like?

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  18. Well, the playerbase chose this. We demanded levelling be light-speed, demanded skips for everything, demanded old content be removed. Back in the day, you levelled, it took a couple weeks to a couple months if you were really slow.. but you were far more competent coming out of it. These days, Players don't learn anything except queue for dungeon and hold W. And yes, there are new players in WoW — I recruited 3 for TWW. One returning from BFA, One classic andy, and one never played any version before, and I took them thru remix.

    The classic andy is the one who learned the fastest; Because he had levelled thru the old world and actually been mechanically challenged prior to hitting retail. The other 2 learned horrible habits from remix. This "Blizzard who listens" will never be able to make a tutorial for new players, Because the players effectively ask them not to.

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  19. Proofing ground every season. Per role. I warband wide. If you haven't eine it you cannot select that roll in premade group finder. I am tired of people not knowing basicas. Add some rewards to it. Done

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  20. wow put buff from skill proc in the same row as any other long duration buff lol.
    like how am i supposed to know how many of my maelstrom stack ? oh it just between my stamina buff from food and lava lash proc. lol bad ui.

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  21. Ive not bothered with health potions or consumables when ive done m+, its just been absent from levelling i never bother.

    In classic you are always using health potions and have at least two tiers on the acrion bars throughout so youre always thinking of it

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  22. Ima be honest with you. WoW needs to be streamlined. There are too many consumables. You should only really need 2. Food that persists after death and pots. That's it. You don't need all the fucking shit they give you now with health stones, flasks, ventus runes, oils or whatever the fuck. It is too much for the average player. When you can steam roll lv 11 delves for the lulz
    but then you get stun blocked by the game when trying M+ or raiding not because of your skill but because you have to baby sit other players it gets tiring. XIV does not have all this shit and honestly ultimates are way harder fights than what wow has to offer. Legit its typical blizzard, they over complicate shit for the sake of complication rather than better gameplay. You could remove half the shit in wow while keeping encounter mechanics intact and it would be a vastly superior experience.

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  23. fact is wow has catered to casuals and alot of bad players and they know it so they whine and complain rather then putting in any effort. u learn your class from lving there is 0 excuse people are just lazy. blizz's hand holding has got them backed into a corner it should be case of get better or don't play. but blizz will never do that because they have a dumb business model cater to casuals and lose all your loyal players that no longer stick around. casuals are fickle and will just leave.

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  24. For preparing people for raiding and m+, WoW should create more solo content challenges during leveling where personal responsibility is important. Starting off maybe easy avoiding some swirlies and later teaching the necessity of using interrupts, cc's and showing what would happen if you don't dom

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  25. The basic concepts like interrupts arent really a problem, I dont think. Even a noobie learns not to stand in things rather quickly. But they do need to lessen the difference between people that know their rotation versus people that suck at their rotation, in terms of damage. You're far more likely to pick up 3 DPS that are 500k Andy's at Mythic 7, than you are to pick up 3 pumpers that are 1.2 million DPS single target (and theyre all the same item level). Im sorry if Blizzard Devs need to do math and think for a moment how they could manipulate the scaling to do this – but spending 2-3 times as much time on each trash pack and boss, compared to an organized group, is the reason for this uphill battle for a lot of people. The longer the fight lasts, the higher the chances go for someone to fumble the ball so to speak. That difference could be lessened down to 150-200k, which still ends up being a rewarding output. But doing 2, to 3 times more damage is just ultra rewarding for the few, and extremely punishing for the majority.

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  26. Blizzard made the skill floor so low (a trend since WotLK), that players are not incentivized to actually learn the game.
    6:00 , 7:15 Those were the attunement quests way back in BC. They made sure that you would be "this tall" in order to get on the ride.
    It is funny how Bellular reinvents things that were once decried by so many content creators.
    Also, Blizzard needs to regain the courage of instead of nerfing everything down to the lowest common denominator, telling the playerbase to "git gud".

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  27. I played WoW for years. Never had a clue of how to do Mythic level stuff. I know that when doing dungeons and raids I can click “normal” or “heroic” for each. But had no clue how to get the keys or whatever for mythic stuff.

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  28. thats not the only problem. in the past,when we got an epic gear,it feels rewarding.nowadays whenever i get epic gear i felt nothing,instead i feel upset cause its like a daily chores to do.they need to really reset the gear up system.system that are used now are basicly a daily chores things like a mobile games does. it sucks.and the skill,talent etc should be more focus on passive. to many unnecessery utility to work on.debuff mechanic are to overwhelming.

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  29. I haven't played M+ since Legion, back when every trash pack didn't have more mechanics than some bosses. Coming back, I realized Blizzard is simply terrible at telegraphing/displaying key info. I had to use Plater Profiles/Weak Auras to identify mobs frontals and important casts (shoutout to Quazii). These features should be in the default UI: frontals need some sort of indicator, important casts need amplified bars, and AOE effects need clear outlines like in GW2 and FFXIV. I know that you can get used to this without addons after some time but it's M+, making mistakes screws over everyone so you can understand why most people do not want to be taking the trial and error approach.

    Indie company Blizzard need to stop outsourcing key features to addon developers.

    Also the bloody awful guide book. Why is there no page for trash mechanics when trash have a lot of mechanics now???? I'm so sick of having to learn all this stuff OUTSIDE of WoW.

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  30. I shouldn't need to watch a video on a dungeon to understand whats happening, yet every expansion it's the same story. "Oh when doing your complicated rotation and avoiding the mess clusterfuck of particle effects you didn't look up in the corner and read the tooltip on this tiny icon so you didn't see this very specific interaction OH YOURE DEAD NOW WHAT A NOOB OH MY GOD I CANT BELIEVE YOU BRICKED THIS KEY GET OUT OF MY GROUP I DONT WANT MY RAIDER IO TARNISHED"

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  31. Wow is so confusing as a new player. Objectives are not clear, seasoned players are toxic, and there is way too much expected of you to learn to play the game.

    Seasoned players might not even think about it, but the new player experience is god awful. Ive tried to help other people get into the game, but it just requires too much personal effort. Not to mention random bugs and overwhelming options that ruin the new player experience

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  32. While it is true that WoW players don't pay attention to anything, DID YOU HAVE TO CALL ME OUT LIKE THAT? lol

    But yes, it's…a weird feeling when you have almost no trouble with something others are having such an issue with. I still say the best way to learn how to heal is to go do Battlegrounds until you want to die. It works really well in my experience. >.>

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  33. what wow needs is to normalize queing up for raids instead of using the premade group finder. or at least have the option of queing for the different difficulties. half the problem is the player base leaves after 1 death instead of just playing the game to learn. the way players play from my perspective is they also dont wanna problem solve, they want the problem solved for them. and the other problem is that if you wanna do normal you have to go into general chats in cities or join guilds blah blah. some people just wanna que, and go. thats it. just like FFXIV, everyones other favorite game. normal mode is just a standard que and go. because its freaking normal. if you wanna do savage sure you can premade group finder that but you can also just que and go. the ease of accessibility is there and to my perspective a lot of players dont wanna tredge through a list of premade groups in hopes to get invited. or stuck waiting hours just to make a group.

    changing how we approach raiding is one of the biggest ways to get people into it in the first place. they are getting better with their exposition of mechanics being shown to players. but theres a simplicity in making mechanics more widely spread throughout expansions so they are easier to pick up even in new atmospheres. if i see a circle an know circles are soaks. then the next time i see a circle i know what to do. but there are bad circles to and the distinguishment is standing in it and finding out and i at least personally think thats bad design. players should be learning a standardized way of knowing whats what, and players equally need to stop being asshats to new players or returning players. its exactly why classic has more raid logs than retail.

    retail isnt hard until you do mythic and a few heroic raid bosses. its just bad at letting players play it. another thing is kicking/interrupting spells. literally some people just don't even do it. and that is another entire topic of a problem.

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  34. cant even recommend retail to new player then wants to return later only to learn they went from progression gear wise 8/10 and new season put them back to 2/10 while classic you only go down gearing wise from 10/10 to maby 8/10 or 7/10 so grinding feel lose worse problem is always somewhere in middle of both retail and classic all their work feels worthless in retail
    even expansion does this…

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  35. so many things about the ui need updating. important buffs need a special ui like dragon rage for dev. depuffs need a more obvious way of being seen. and there needs to be a tutorial that teaches you about gems enchants and crafted gear. i didnt know any of this till my guild talked to me and its embarrassing.

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