Wow: An addon that shattered the world
A week ago we had only reported on one of the most controversial patches of WoW story. Patch 4.3 was packed on paper with interesting innovations, but he suffered from some parlous state of implementation and features that were backfiring (keyword: Raid browser).
Beautiful new world
Comparable we could write to the entire Cataclysm expansion. When Death wing on 7 December 2010 from the ground broke and forever changed the face of Zeroth, many players were looking forward to all the cool new features:
Extensive revision of the classic zones with newly designed quests and stories New areas: Vast'IR, Heal, Peephole, Album and Twilight Highlands New peoples Goblins and Worsen New dungeon and raid challenges (total: 14 dungeons and raid instances 6) The profession of archeology Fixed choice of the talent tree with associated Championship The Schmieder feature PVP zone To Brad PVP battlefield beach of the Ancients. Large classes adjustments (now use about that hunters focus instead MANA or that Warlock and Paladin will each receive a new resource (Soul Shard and Holy Power))
With later updates then among other things still the Transmogrifikationssystem, Void Storage, Raid and the Dark moon Island came. But not all innovations were implemented well or beat.
cataclysm with consequences
A lot of development time, for example, flowed into the retreading the old world. But has the Revitalisierungskur still two problems: First you get the changes actually only when twink. Blizzard can not make it to this day, to make old zones attractive for high-level heroes. Secondly, it is not enough thinking alone. A few heirlooms, dungeon visits and gathering skills are sufficient to out grow of each zone in the shortest time. The entire experience is only when you consciously twink or no problem with having to accept quests that promise no more experience points.
Three dimensions? Too much!
Example 2: With Vast'IR was the first underwater zone to Zeroth, and Holy Holy, sees the underwater scenery great. Many players, however, had not too much fun to make floating quests to fight and collect resources. That's why it was never such a thing again. Pity, actually. The dungeons of WoW: Cataclysm were once too difficult, sometimes too easy. Blizzard unfortunately never found the optimum balance. Source: Blizzard Such But, can be found for almost all the features of Cataclysm. The heroic dungeons were pretty cool, designed initially but really crisp. Too crunchy for many a player. Later Hero dungeons were no longer so demanding, but this was also criticized.
PVP Yawn
To Brad promised as a kind of Winter grasp 2.0 a comparable PVP Saudi followed Raid Boss reward. However, the game balance of the zone was not true back and forth. Defenders had it too easy to hold the area. Attackers were angered by the unfair design. The same was true for the new PVP battlefield beach of the Ancients (which is why it was eventually removed completely).
And with the introduction of the Raid browser everything went down the drain anyway, if you ask many a player. Still, there's the LFR mode today.
As you rated Cataclysm in retrospect?
What connects the author of these lines with Cataclysm, which he had already summarized in this article some years ago for you:
World of Warcraft: 10 nostalgic memories of WoW: Cataclysm
As you review the third WoW expansion in retrospect? Did you have fun or was the cataclysm actually for you the beginning of the end? Betray us your assessment in the comments!
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